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Tag Archives: raiding

Disc Priesting for Tier 15 (part 2)

05 Thursday Sep 2013

Posted by abc in Gaming, Raids, World of Warcraft

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Tags

disc, disc priest, discipline priest, heal, healing, heals, mists, mists of Pandaria, mop, Priest, raid, raiding

So I’ve turned into a bit of a raidlogger these past few months. I’ve been busy diving back into Aetoliaย lately, and the type of immersion and engagement you get in a roleplay-focused game with a much more intimate community…is heady. The new patch looming has drawn me back, and I feel like I should finish this post just for completeness! Enjoy a beautifully moody song that’s only tangentially related!

 

 

So, here’s the last third of Throne of Thunder’s fights from a disc priest perspective.

10. Iron Qon

Man, what is it with Blizz and their love for tornadoes this expansion? I get that the tech to throw people around is new, but….ugh, I hate this as someone who runs a pretty low-end computer. The tornado effects in general are very unforgiving for those with latency, and this fight features a double whammy of invisible ground effects on low settings (I won’t get into a rant about graphics settings). Anyways!

If you have decent DPS, you can push a lot (or all) of the first phase with only a single group stacking in melee. This goes for heroic as well (although the damage is going to be a LOT higher). The basic mechanic here is somewhat similar to the Majordomo from Firelands, with increased amounts of damage being taken by the stacked group in periodic bursts, so open with a spirit-shell fairly quickly (I usually do a holy fire and a smite or two to get an archangel charge or three) to get the CD rolling on that – it’ll be back up off CD when the damage is getting nasty again. Directly bubble the individual members of the stacking group and if you are running power infusion, feel free to use it as needed during this phase. Feel free to go WILD with your mana – there is a lot of upcoming downtime and you can completely regen to full. I tend to pop a shadowfiend at the transition on Iron Qon himself then slip in a hymn of hope – if you hymn while shadowfiend is out, it raises your max mana pool, remember, and shadowfiend is still coded to regenerate based on a % of your mana, so you get like an extra 2 or 3k mana a tick.

I belieeeeve we can fly....it only toooook fifty wiiiipes.... (totally unrelated, I know, but it's preeeetty)

I belieeeeve we can fly….it only toooook fifty wiiiipes…. (totally unrelated, I know, but it’s preeeetty)

Spirit shell should be back by the early part of phase 2 (be careful in heroic with timing, as the dogs vanish at 25% health! I kept forgetting this and was using CDs thinking I had until they got to 0 for a phase transition). Tossing a shell out on your team right before the wind storm is a great way to help mitigate that damage everyone is going to be eating, as heals do essentially nothing while inside the radius of the storm. Sidenote – a fun trick you can do if you have a warlock: drop a warlock portal at the stack point for windstorm and one outside of the storm’s area. Hop through the portal and lifegrip the tank to you for basically zero downtime on boss control (having the tank go through the portal makes him unable to taunt for 6 seconds, so you gripping him makes him instantly ready to tank the dogs).

Basically sit and do your nails and atone until the last phase. Very little going on here if people do mechanics right. On heroic, the damage is high, but not insanely so. Get a feel for who’s taking damage and shell as appropriate or just use FDCL procs to shell the tank.

Final phase – shell in the first or second fist smash so it’ll be off CD for the later smashes, which increase in pain the longer the final phase goes for. Gauge your DPS’s potential here to asses how long this phase will go for to help you with the timing.

11. Twin Consorts

This fight is insanely boring as a healer. It’s really a facile fight in general (unless you kill blue before red comes out. Don’t kill blue before red comes out, oh god). I pretty mindlessly atone for the majority of it, using spirit shell before tidal force. If you wanna heal snipe, use bubbles/shells on ranged before cosmic barrage. One thing to actually pay attention to – use bubbles on your tanks! Direct heals give a debuff which sometimes kills inattentive healers, but absorbs don’t give you that debuff!

 

Let the bodies hit the floor. So....so many bodies.... :(

Let the bodies hit the floor. So….so many bodies…. ๐Ÿ˜ฆ

 

12. Lei Shen

This fight is actually fairly low on healing demands if your team pulls off the mechanics right – that’s a big if, though, so be prepared for lots of heavy and random spot healing. Atonement + FDCL shines here, as smart healing and flash heal procs give you a nice coverage and instant casting as needed.

This isn’t really a big glaring spiritshell! fight, so just kinda weave it in where you want. If you want to game numbers, toss it out at the very start to absorb the first thunderstruck and stagger use from there, or use it before each transition to a new platform to absorb the raid damage. After the first intermission, shell can be good if you preblanket the raid before ball lightnings are formed. For phase 3, you can pretty much use it whenever as the raid takes fairly constant damage, but I like to save it as a tank CD option if things are getting hairy.

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Disc Priesting for Tier 15 (part 1)

23 Tuesday Apr 2013

Posted by abc in Gaming, Raids, World of Warcraft

≈ 6 Comments

Tags

barrier, bubble, disc priest, discipline priest, mists, mists of Pandaria, mop, power word, raid, raiding, spirit shell, tier 15

2025 update, the OG post of this series: link

First, hey! You only need 50 lesser charms to get your 3 weekly Mogu Runes of Fate. Seems Blizzard realizes that the dailies are…not being done daily. I may actually get mine each week. My raid team will be happy (shh, don’t tell them, I’ve just been feigning horrid luck).

So, a post. Since I’ve been lazy.

1. Jin’rokh the Breaker: This fight is actually a fairly simple one. It took my team 2 pulls to down him, and that was the first week with Tier 14 gear. The trick is just managing where you drop the ball lightning (hint: the grates at the edge of the area are all outside of the puddles) and healing through lighting storm.

This fight is GREAT for a disc priest. First, when your tank gets slammed across the room, a pool forms underneath him. Standing in that increases your healing AND your DPS. Hello – atonement! Lightning storm is a great time to use barrier and it happens every 2ish minutes, which means that you can preblanket the group with spirit shells every time (and the spirit shells benefit from your increased healing from the pool!).

1.5 Bridge Trash: The banshees here put a debuff on everyone, reducing healing done, so once you get 5 stacks for archangel, when she is at 75%, spirit shell for a few prayer of healings to eat up the damage before it gets to your team (and is subsequently harder to handle since the healing gets eaten by the debuff).

2. Horridon: This fight is more about properly dispelling and add management and is fairly relaxed as a healer. Atonement works well as a low-mana spot heal. If your team is having issues getting all the dispells off, switch to the glyph of mass dispell to help there – remember MD and purify are on their own CDs so, glyph or not, you still have 2 dispells to work with. Just be wary of overextending yourself mana wise – MD completely eats it up. Spirit shell is best used here as a tank CD (I like to pop it when I have 2 from darkness comes light procs) and it can also be helpful during the venom phase, when the second priest comes out, as you should see an increase in AoE damage there. At the 4th gate, when people have the reflective damage curse, it’s also useful to mitigate the damage they are doing to themselves, since DPS are lazy and bad. >_> Switch to atonement once Wargod Jalak is dead, as the raid gets a DPS boost at that point.

3. Council of Elders: Disc can be helpful on this fight if your team is having trouble burning Suul before his phase. Our DPS, although low, can definitely contribute. Aside from that, both holy and disc work quite well for this fight. For disc, use barrier at the very first empowerment from Malak to eat the damage from his empowered frost dot; follow that with spirit shell and/or bubbles on the 3 people splitting that. Make sure to put bubbles on the people with the dot when he is not empowered, and spirit shell if desired. I tend to leave spirit shell for a tank heal, with FDCL procs, especially when the tank gets stunned and can’t mitigate.

4. Tortos: Great fight for disc, as every time you kick a turtle shell at Tortos, you get a 30% temporary DPS increase! Keep bubbles up on the tanks and (at least) on yourself before quake stomp. The few seconds before that can be good for spirit shelling the team up, but the hectic nature of that fight makes that hard in actuality, especially once more than one wave of turtles has gone out. FDCL procs + bat tank sprit shells are a good alternate use which is much easier to do while remaining mobile.

Ignore the skeletons...

Ignore the skeletons…

5. Megaera: I think this fight is DESIGNED for disc. Spirit shell can (and should) be used every rampage. What I do is power infusion for the 1st ramage, barrier for the 2nd, power infusion again on 3rd, and the 4th (THE ONLY RAMPAGE I CAN’T COVER OMG HOW AWESOME IS THAT COVERAGE!) is handled by our Shaman. Then barrier again! This fight works so so so nice with our CDs.

6. Ji’Kun: I pretty much exclusively heal up top during this phase, but atonement is great for helping kill the hatchlings/healing quickly. Spirit shell is great for quills. The fight itself is pretty basic, as a healer. I use barrier as needed (usually when we get a downdraft into pools because WHY DIDN’T YOU INTERCEPT THEM DPS ARRGGHHH).

7. Durumu the FORGET IT: I have a crappy computer, so I hate this guy SO. FREAKING. MUCH. Can barely see the maze. Anyways, disc is very useful for this fight – pop spirit shell during the beam phase to eat up damage your team will take from red. If I have any FDCL procs, I’ll convert those into shell as well before disintegration beam just to give me a bit more wiggle room with running the maze.

8. Primordius: We really only pulled this guy once so far, and he died, so. But, from a theory standpoint, I like holy better for this fight. I think disc can potentially be potent if you snag all the empowerments, but until that point, you’re going to be switching targets a ton while also being mobile (Primordius himself takes reduced damage unless you get buffs). Bubbles and spirit shell are good for caustic gas to mitigate damage, as well as for the single dot that gets slapped periodically on people.

9. Dark Animus: This fight is fairly easy from a healing standpoint, with the only heavy lifting coming in at the end. Use bubbles on the matter swap people and dispel them as soon as the bubble is there (it’ll be about 7-8 seconds on the debuff) – this will ensure that the person with the debuff is taking the majority of the damage, which your bubble then mitigates! Use spirit shell before interrupting jolt (make sure to stop casting before it hits), both to mitigate AoE damage and in case your fellow healers (but never you!) get interrupted and can’t heal for a bit.

And! This is as far as my team has gotten. Hope this is helpful!

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5.2 goodies

09 Saturday Mar 2013

Posted by abc in Achievements, Gameplay, Gaming, Gold, Raids, World of Warcraft

≈ 2 Comments

Tags

5.2, Farming, Fishing, mists, mists of Pandaria, mop, raiding, WoW

Awesome, awesome dancing in this video. Picking it out of C2C’s selection (my favorite new group) because I am happy! Why am I happy? My guild did an impromptu run of Throne of Tunder – we reached critical mass of all our raiders online and decided to dive right in. After only a few pulls we downed Jin’kroh and this happened:

rankal

Anyways! 5.2 is here and with it comes some pretty fun new things. WoWInsider already does a great jobย of covering the fundamentals of this new, huge bunch of content. Byeond the core new additions, here are some fun little “extras” I’ve found so far.

Fish upon fish upon fish!

Ben of the Booming Voiceย makes a surprisingly quiet addition to this patch as a new NPC fishing from the river east of Halfhill.

Image

There’s a one-time intro quest to meet him where you learn about the ability to fish without poles (although this was introduced in Cata, not everyone knew about it!), and you can get some easy golden carp. After that, however, is where it gets awesome.

Ben gives you a daily “secret” about where the fishing is hot. And by hot, I mean on fire.

Image

Dozens of pools spawn in the daily fishing spot (make sure to use your Ancient Pandaren Fishing Charm!) and not only can you fish up the the special Nat Pagle rep fish, sealed crates, a minipet fish and the infamous turtle, fishing up enough pools eventually makes a super big pool spawn, called “Large Swarm of [insert daily fish here]”.

This pool can then be fished up, ala The Lurker Below, to summon a big ol’ monster named Krakkanon. This elite doesn’t do much damage, but he has a huge health pool, so you might want to bring some pals. From what I’ve observed so far, he can drop a stack of 20 fish, Nat Pagle rep fish, and Nat Pagle journals (increases your fishing 50 points, BoA, worth 1k gold!). He might drop even more fun things!

I advise systematically fishing each pool, as every pool you clear has a chance to make this pool spawn. It’s not a quick process (at least 30 minutes or more for one person; 50-100 pools), but I think this will become quicker over time as more people become aware of this new little bit of fun!

Faster Farming!

The master plough, introduced in 5.2, is now more effective than ever, finally stunning and (nearly) killing pesky vermin found in untilled soil. This is a great speed up to clearing your farm’s land (it’ll till up to 4 plots at a time).

There are also new seed bags, which let you plant up to 4 of each seed type at a time. Each bag holds 10 charges, so don’t be deterred by the price. Once you buy one, just point and click to plant all the plots in a targettable circle (plots must be tilled first!).

seed_bags

Pets, Pets, Everywhere!

If you are a fan of battle pets, 5.2 is a goldmine. Basically ever new part of the game drops battle pets. If you haven’t checked out the newย Jurassicย Park Island, head on over there. Bring a friend or 5 (we had a group of 10 at one point) and kill dinosaurs to collect bones which you can turn in for a mount or a battle pet. OR, go alone and just pinpoint the Zandalari trolls. These guys have a CRAZY high drop rate for minipets. They have 4 different ones they can drop, and we were seeing one pet drop for about every 3-4 trolls we killed.

Who's a cute widdle dinosaur? You are, aren't you?!

Who’s a cute widdle dinosaur? You are, aren’t you?!

The rares on Isle of Thunder also hand out shinies. Our very first kill on Haywire Sunreaver Construct (down on the southern beach), Muttonhocks and I each got a Sunreaver Micro Sentry. Mutton’s the pet battling fiend in this relationship, so I asked him if the little dude was any good. His reply? An emphatic, holy shit of a yes. Apparently rare mechanicals are hard to find, and this guy can do a variety of attack types, making him great for hunting all sorts of pets in the wild. Plus, he’s so big he can’t even display properly in your window, which makes me giggle far more than it should:

DGAF PROTOCOL ENGAGED

DGAF PROTOCOL ENGAGED. ALL SYSTEMS NORMAL.

The Raid That Wipes Together…

Finally, if you are on a raid team, you are going to want to have your team camping out Ra’Sha. He drops an item that lets you kill yourself. Ra’Sha’s Sacrificial Dagger is insanely useful for a progressive raid team – not only does the death incur no durability costs, if your whole raid has it, you can quickly die to fully wipe and end an attempt, instead of wasting time waiting for people to stand in pools or whatnot.

He hangs out in a cave tucked away in a little beach cove past the troll area. If you see a Hakkar look alive (bone wind serpent) you are in the right spot. Hang a right past that ominous little clearing and there is a cave guarded by two elites. Inside is Ra’Sha.

This way to self-initiated doom!

This way to self-initiated doom!

My team’s been camping this guy on rotation. We have about half of our raid team equipped with the daggers so far. He only drops one, you see, regardless of however many people attack him, and that drop only goes to whoever tags him, so it can be a bit of a slog to get them. They are completely worth it, however, for any raid team trying to be efficient!

Darkmoon Arising

The Darkmoon Faire also got some minor upgrades! The daily quests now reward a sack instead of a single token. The sack can contain between 1-5 tickets, as well as a chance at a fluffy Darkmoon toy, like the sandbox rides. Minor upgrade, but definitely a change that makes doing the dailies a lot more appealing.

The elite pet you can battle there also now rewards a sack of fun things instead of the single ticket he used to give. This sack rewards the same thing as the daily quests AS WELL AS pet battle goodies. Not a bad change, at all!

I’m not sure when this change went in, but fishing at Darkmoon Island also now fishes up Pandaland fish, instead of the crappy level 1 stuff.

Plus, finally, you can get this:

AM I NOT FABULOUS?!

AM I NOT FABULOUS?!

(Caveat: it actually gives 10% extra rep/xp when used and using it consumes it. It doesn’t stack with the carousel buff, and you can only use it during the Darkmoon Faire Season. Still, for only 10 tickets, it’s kinda worth it just for awesome screen shots…)

Those are some of the less advertised goodies I’ve noticed with 5.2. Hope you are enjoying the new patch!

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And now for something completely different!

27 Wednesday Feb 2013

Posted by abc in Community, Gameplay, Gaming, Raids, World of Warcraft

≈ Leave a comment

Tags

community, raiding, silliness, WoW

My guildmate Zakkimatsu loves to make videos of us raiding (I’ve linked several on this blog). He released this short little outtake video yesterday, and it cracked me up:

It’s gotten some amused responses from the WoW forums and reddit as well. The editing is awesome (he’s really getting good at making these!), and it seems like the in-guild jokes we share touch on things most raiders have experienced.

Check all the things.

Check all the things.

The pre-pull checklist cracked me up the most, since these topics (and reasons for wipes) have happened multiple times for us, to the point that they are now memes in our guild. For me, that’s the best part of hanging out with a group – you develop inside jokes and can laugh at silly things that have happened…and the fact that we can do that for an online game is a good sign that our guild has built up a community beyond just getting loot.

I found some of the comments surprising, reading people saying that they wished they were still having fun raiding like we seem to be. What has killed this fun for them? Why still continue if it’s not entertaining? For me, this shared community is why I raid! For those of you out there not raiding – what’s turned you off to the raiding scene? What would draw you back?

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Spirit shelling your way through tier 14

25 Monday Feb 2013

Posted by abc in Gaming, Raids, World of Warcraft

≈ 1 Comment

Tags

disc priest, discipline priest, heal, healing, heals, mists, mists of Pandaria, mop, raiding, spirit shell, WoW

So I’ve been sucked back into MUDs and have only been playing WoW a bit every now and then between raids – my guild is now up to 3/6H MSV, 6/6 HoF and 4/4 ToES! Huzzah! I intended to post this ages ago, but it might still be helpful for other teams given how 5.0 raid content will still remain semi-viable for gearing in 5.2.

Spirit shell is, in my opinion, the best trick up discipline priest’s sleeves right now. I loved the spell since the moment we got it, even with all of the initial wonkiness and awkward feeling it first had for use. It rewards intelligent foresight, which I think is a core aspect of discipline priest play – we don’t just heal reactively, but we also use our knowledge of the fight and our raiders to blanket the raid before the damage hits.

So, here’s my quick breakdown of the best spots to pop spirit shell in each fight this tier:

Mogu’shan Vaults

  • Stone Guards – Excellent to use before an overload if your tanks identify that they are going to be unable to execute a juggle with the dogs. This can and does prevent a wipe. I ran holy for this fight due to the better mobility until I got better gear (plus disc was bad off back then), but spirit shell can have moderate use here.
    For heroic, the mines do enough damage that using it whenever you have a free CD can mitigate raid damage – however I saved mine for when I had From Darkness Comes Light procs and used it on tanks due to the immense amount of damage they take.
  • Feng – Perfect for every phase of the fight. If your tank missed grabbing an interrupt, use it for epicenters where nullification barrier is off CD. Use it at the start of draw flame that nullification barrier isn’t eating (draw flame damage ramps up, so starting the shell at the start of draw flames is good timing). For phase 3, use it for the arcane velocities that are not mitigated by nullification barrier.
  • For heroic, you can use it for a general damage blanket during throw shield (though the damage is a bit spotty, so atonement covered that quite nicely).
  • Gara’jal – Spirit shell is stupid awesome in this fight. Voodoo doll damage almost always starts at the tank, so use bubble and spirit shell to absorb that damage off the bat with spirit shell and flash heal (even better with From Darkness Comes Light procs, but remember to save 2 for when you go in totems). The other voodoo dolls will take minimal damage.
  • Spirit Kings – Great right off the bat to absorb Qiang’s massive attacks. Spot heal until Meng is active and use spirit shell before maddening shout.
  • Elegon – Use early on to mitigate damage from Total Annihilation. A good timer for this is to start blanketing right after the celestial protector spawns. Atonement is amazing in this fight because of the dps and hps boost, so smite and offensive penance are your prime heals for most of this fight (especially since THOSE heals can reach the other side of the platform during draw power, whereas your direct heals can’t reach). I usually toss in another shell (or do a hymn of hope) while pillars are being taken down, just to absorb any splash damage from adds. Finally, in the last phase, spirit shell is obviously useful against the constant damage – try to get it out during that moment your team is grouped up at the console, so everyone goes in blanketed in absorbs.
  • Will of the Emperor – Use right before titan gas, obviously. However, there is time for 2 shells between titan gas phases, so I pop shell when I get FDCL procs to give the tanks extra absorbs.
Spirit (binder) shell (s)

Spirit (binder) shell(s)

Heart of Fear

  • Vizier – AMAZING before force and verve. For timing, I do instant holy and 4 smites to get full Archangel and then shell and prayer of healing. Timing is perfect to eat most of the force and verve – follow with a cascade or halo during the active F&V.
  • Bladelord – If you can get the timing down, this is great to use before unseen strikes. It makes a huge difference and can prevent wipes if people are slow to stack. Also, start shelling around 25-23% of the bosses’ health to give your team a nice blanket that absorbs nearly all of the damage from storm unleashed (during which you can’t heal!)
  • Garalon – Start shelling when your pherome carrier is around 15 stacks, assuming you switch in the early 20s. Or just shell whenever it’s off CD, since the constant raid damage is just that nuts. The trickiest part of this fight is being able to heal people in range, since there is a lot of movement from the melee DPS. Bonus points – stand in the blue ring and smite/penance the legs. 200k heals for each penance tick? Yes, please!
  • Windlord – Shell before rain of blades, especially in the later parts of the fight. The trick to this is that the DBM timer shows you the ability’s CD, not actually when the ability is about to happen (the actual ability is several seconds after that) so shell once that CD is at 0, instead of anticipating having a shell up at 0 on the timer.
  • Amber Shaper – Use bubble and shell, especially with FDCL procs, on people afflicted with parasitic growth (and tell your other healers to stop freaking healing the people). In the later stages of the fight, this can and does save lives! Also be very wary of atonement if parasitic growth is up during phase 3, due to the smart-heal nature – a quick shell, however, can ensure that the person with growth remains with higher health than others, allowing you to smite away!
  • Empress – Shell is excellent to blanket the raid before a dissonance field pops. You can also use shell to absorb damage from cry of terror when targets are inside the dissonance field. For phase 3, damage is fairly constant, so you can just use it on CD.

Terrace of Endless Spring

  • Protectors of the Endless – The best use of this (especially if you are going for elite, which you should! It’s especially doable with a disc priest!) is to eat the increasing raid damage from corruption. Use it more heavily as the fight goes on and the damage builds up.
  • Tsulong – Simply use on CD during night phase to mitigate constant raid damage. Bonus points – during day, save your inner focus and 1-2 FDCL procs for sun breath. Start casting greater heal shortly after he begins casting sun breath (so your greater heal casts RIGHT when he starts breathing). You can get several million healing each breath this way.
  • Lei Shi – I use my FDCL procs with spirit shell to give tanks extra absorbs, especially during the spawn elementals phase. Ideally I’d use this for get away, but it’s really impossible to predict when that’s coming. ๐Ÿ˜ฆ
  • The Sha of Fear – UGGGHHHH. Hate this fight. I use spirit shell when I’m on the main platform to give extra absorbs in case people get hit by the adds’ bolts.

I’ll write up a version of this for the next tier, once we start raiding. Happy priesting!

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When a team becomes a family…

04 Tuesday Dec 2012

Posted by abc in Raids, World of Warcraft

≈ Leave a comment

Tags

raiding, teamwork

Listen my readers and you shall hear: the story of a derptastic healer…

So, on Saturday, we ran Heart of Fear. I was sick with the flu for the first guild run through there, and the second week, we basically one-shot the Vizier, so my only real practice against this guy has been in LFR. And I knew I needed practice – I was dead on our Vizier kill, because of attenuation, so I went back to LFR to practice dodging the rings. If you haven’t fought this guy, basically he spews out rings that do around 100k damage each time they hit you. There’s a sweet spot you can run in to avoid being hit, and I made sure to focus just on finding that spot during my LFR runs.

Cut to our raid, where I immediately crashed into them. We wipe. We try again, and again I die to them. We end up wiping again because of lack of heals, so I’m feeling pretty much to blame for these wipes. We try another time and I fail again – for some reason, it’s just not working for me tonight, despite all the practice in LFR. At this point, I’m beyond tired (I was up before 3am to drive someone to the airport, and it’s 11pm now), I’m a little bit tipsy (I had two drinks with dinner), and I’ve got PMS making me a bit irrationally angry at myself. So I try to apologize in mumble, and offer to step out so we don’t lose progression time….and end up crying. It wasn’t intentional and it just happened, and that made me even MORE ashamed of myself – not only was I failing on the mechanic, now I was crying about it!

I'll just....drooooop...grouuuuup....

I’ll just….drooooop…grouuuuup….

And here is where I realized that my raid team is amazing. Instead of them getting weird, or angry at me, or letting me step out, my leader Haru did a quick mental rundown of what we had at our disposal, and decided that they’d be tossing hands of protection on me during attunement…and if I died, I’d just take a brez and wait until the next phase. I felt horrible, at first, hearing that decision – I didn’t want them to carry me! – but the entire raid was having nothing to do with it. “We are going to have you here, downing this boss with us, whether you agree or not!”

And, so we pulled. And I got that hand on attunement. And a brez when I still died…but, you know what? We hit phase 3 and got another attunement and I DODGED THE FUCKING RINGS. We all made it to the end and killed that damn Vizier…and I realized that I really love my guild. They wanted me to be there, even if I was being dumb that night, and forced me to stay and experience it with them.

That feeling? It’s better than downing any boss. It’s one of the best moments I’ve had in WoW – thanks, you guys, for being patient and flexible and helping me realize that it’s not just about the stats, but also about the experience. ๐Ÿ™‚

UPDATE: A week later on the next down of the Vizier… I took the LEAST DAMAGE in the entire team from the rings. YAYYYYYY!

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