Throne of Thunder ‘Glory of the Thundering Raider’ for Dummies

So you’re bored in SoO and want to do achievements for that HOT skyscreamer mount?!  Well I’ve got the guide for you.

  • I’m assuming you have ABSOLUTELY no ToT experience.
  • I’m assuming that your gear is around SoO normal level for these.  If it’s lower you may have to be a bit more careful about mechanics. As per common sense, the more damage you can do, the easier the fights will be.

Lets get started!

armored skyscreamer

Guide Layout
Heroic Mode: The first section under a boss details fight mechanics which will wipe your raid and other information about the fight itself.  Note this is specific for the Heroic modes.  I will go in to less detail about simple damage spells. You should follow the usual rules of avoid standing in things or touching things which don’t look familiar.
Meta-Achievement: The second details information on how to get each boss’s special achievement.

Going in…
First piece of advice: Enabled boss mod timers.
Second piece of advice: Track any achievements you can by shift clicking on it.
Third piece of advice: Several achievements are doable with under 10 players but as usual, it will be easier to have a group of 10 competent players.  Many fights are doable with just 1 or 2 at most healers.

As the guide nears the end of the instances, the bosses become more difficult and thus the explanations more lengthy.  It would be wise for several end bosses to know the fight to prevent a slew of unnecessary wipes. I have marked these with a star(*).

Jin’rokh the Breaker
Heroic Mode: Alternating two-phase fight, one with Jin’rokh active, one with Jin’rokh casting raid-wide damaging ability. Phase 1,around half a minute into the fight, Jin’rokh will pick up his active tank and throw it at one of the quadrants of the room which stuns the tank and slowly releases a grey pool of water on the ground.  Stand in this when it appears to get a DPS/healing increase. IONIZATION, raid-wide magic debuff that goes out a few seconds after the puddle appears, can be dispelled but do not dispel this in the grey pool of water.  If you pop an immunity after getting it while standing in the water, it will also trigger the damage.  Only way is to immune BEFORE debuff goes out or for the rest of the raid, run outside of the puddle to get dispelled.  Phase 2, dodge the lightning bolts that come out, focusing on keeping yourself alive.  The lightning strikes then breaks in to 4 lightning bolts going in 4 cardinal directions.  After 15 seconds, Jin’rokh returns to Phase 1 state, choosing another quadrant to throw the tank.
Lightning Overload: Do this on normal as you’ll get it when the event happens not when the boss dies.  Then you can switch to Heroic if you need that.  Helpful to have holy paladins as they’re the only class with a mounted movement speed that’s ranged, warlocks and priests for obvious movement reasons.  Everyone start off on mount, the ball targets a random ranged and follows them about as fast as regular mounted speed.  Ball will chase person around for 10 or so seconds before next ball spawns.  First person run around, then have the rest of the raid go to another far position.  When the second ball comes out, have the two players run towards each other at an angle avoiding touching the balls (kind of like those globs on Heroic Ambershaper, criss-cross like formation).

Heroic Mode: Four doors then final mini-boss, Nalak, along with Horridon the whole time being active. Boss occasionally charges random raid members in addition to regularly using this ability on the tank and does two cone cleaves in front of him.  Getting hit by both cleave hits will likely kill you.  Main mechanic of death is a pink dino (spawns on ranged dps -> ranged healers -> melee -> tanks in that order every 30 seconds or so) which if it gets to you will insta-kill you.  Any direct hits (not dots) on this will push it back.  Pop cooldowns for raid-wide nuke regularly done by Horridon and Nalak.  For doors focus on killing adds rather than Horridon.  One tank on Horridon, one on adds.  For third door, stack on add tank.  Fight starts at door directly to left upon coming in to the arena.  When Nalak comes down, second tank needs to grab him.  Focus him down then return to Horridon.
Cretaceous Collector: Get either a 3rd tank or a ranged dps with a taunt-like spell like a elemental shaman.  This person should just get aggro on the dinomancer, get it to 50% as well as interrupting any heals before it gets to that point(it will drop a ball then, have someone else click on it). Assign one healer to this guy, they don’t really hit hard but there are other fight mechanics which hit hard.  They should have 1 dinomancer for each door.  Just have these people stand away to prevent people from accidentally killing the dinos.  Also whole raid needs to watch these to make sure they don’t get DoTed.  Watch for passive damage such as legendary cloak effects, lightning shield, etc on the dinomancer tank.

Council of Elders
Heroic Mode: Follow killing order of Sul, Frost King, last two are variable depending on phase.  Frostbite will come out at the beginning of fight, ignore this person and just let them die, focus on DPS.  You can immune this debuff by popping your immunity as soon as the blue arrow indicating who’s about to get it appears above you.  You can heal this person up but in my opinion it’s just easier to focus on DPS.  Don’t stand in shit on the ground it will eventually kill you.  On empowered Marli, make sure one person is standing farther away from the raid.  Everyone else stack on Marli.  Kill shadows that spawn during Marli’s empowerment from this one far person and one in the rest of the raid.  Otherwise focus on bosses.  Try to kill the yellow spirit that spawns from Marli when she’s not empowered as this will heal bosses for 10%.  If it hits it’s not a big deal.
Cage Match: This meta-achievement is easy unless someone’s a noob.  Don’t run out of the circle, enuff said.

Heroic Mode: Click on the crystals to maintain your health buff, otherwise don’t stand directly under the circles which appear.  Kill turtles till 30% or so then focus boss. 1 designated person needs to watch the boss mods for his breath.  Before it goes out, that person needs to kill one of the disabled turtles (they become disabled and stop moving once they get to 1 health) at the boss to interrupt it.  This is a raid wipe if it goes off.  Still have your tanks grab the bats.  You can pretty much kill them unintentionally with higher level gear if you put them in front of the boss.  One person in your raid with an AOE slow needs to hit the turtles as they periodically spawn from Tortos.
One-Up: 3 turtles come out each time.  You have to kill the boss to see this achievement if you get it, so you’ll need to keep an eye on how many you kick it through.  Easiest way is to slow down on boss at the end of the fight as he’ll start spawning a lot of turtles.  Kill these turtles in a centralized area and find a turtle in the back to kick through them while a group of 3 turtles is coming out.  This way you should get 5 easily.

Heroic Mode: Fight is simple with higher level gear.  4 heads each with a unique ability. After heads are killed, boss gets mad and rampages for 15 seconds.  Raid stack up during this for healing NEAR the next head you want to kill.  Otherwise, ranged stack in a location at range from heads. Kill Blue Red Purple Blue Red Purple in that order.  Blue head does ice beam that follows you.  Targetted member run towards the back of the room. Fire head puts debuff on player that leaves a pool of fire when dispelled.  Run out of stacked group and dispell.  Otherwise, you can’t really die.  Your DPS should be enough to basically kill each head soon after rampage is over.
Head Case: You’ll need to do this boss 3 times to get this unfortunately. Fortunately the achievement is easy to get.  Do achievement for not killing green head on heroic as this is the normal kill rotation.  For red and blue, do these on normal as they will be much easier.

Heroic Mode: If you’re just doing this fight for heroic, all you need to do is zerg and tank swap.  Only way you will wipe is when Ji-kun does a spell which players players off the platform.  You can stay on if you have enough movement speed.  But if you get blown off, you will get blown back on in around 10 minutes.  However if for example a tank gets blown off and the other tank is not near, Ji-kun will proceed to hit and probably one shot any players that are near him as he is stationary.  This is a wide shot however and it’s very hard to wipe on this boss.
Soft Hands: For meta, have 1 person grab the egg.  I’m really not sure how to do this without 1 priest and 1 resto-druid.  Perhaps you can do it with just one priest if the person who jumps off places himself correctly.  The golden egg spawns above the top of platform on the very first nest that spawns.  The person carrying the egg needs to go to the first nest for the feather then fly up to the nest above it (not the main platform) and grab the egg.  From this point on, any damage they taken other than quills (including cheeps and falling) will destroy the egg.  Then they will need to jump off in a way that they can be gripped to the lower nest.  The person gripping will need to either sit on this nest or you can have two people with grip and have one stand on the main platform and grip them first before the egg person runs, jumps and gets gripped to the nest below.  This person just stands there the whole fight.  People will need to fly to the nests to kill the eggs regularly so the group which killed the first nest make sure to pick up feathers.  Nests spawns are indicated with a red light and goes lower 3, then upper 3 then repeat with the 10th one spawning two nests.  The person holding the egg will need to be healed through quills by 1 healer who grabs a feather on the first nest or any subsequent nest.  They shouldn’t however be in any danger from dying to this.

Heroic Mode: Durumu is slightly more difficult as he has a few mechanics which will raid wipe but still fairly easy if you can zerg him down.

  1. Purple cone on the ground.  If you stand in this you will get punted off the platform and instadie.  You can get ressed.  He also does a stun which won’t kill you in itself but if you get targeted by the cone while on it, then you will die because you can’t move.
  2. Boss will start to do color spectrum in phase 1 where he puts 3 beams out targeted at 3 random players.  If people don’t stand in these beams he will pulse a raid-wide damage that will become unhealable.  Assign at least 2 people in each beam.  There are hidden monsters that spawn during this phase.  If you put a beam on a monster it will be revealed.  There are 3 red and I believe 2 yellow and 1 blue monster.  You can not reveal the blue monster as when you do he will do a raid-wide nuke unless killed before it goes off, and he likely won’t be able to be killed on heroic before it happens.  Otherwise, the blue person should just stand still with one other guy (for soaking). The yellow will target someone then slowly rotate automatically, you should kill a yellow add if it is revealed immediately before the beam passes it otherwise it will do its own raid nuke.  The red beam is player controlled.  If you reveal a monster, do not move unless it dies otherwise it will do a raid-wide nuke (won’t instadie but will be a lot of damage).
  3. After his first phase, he will send out a disintegration beam directed at the entrance of the room along with a maze of purple smoke.  For a while it will be harmless.  He will also spawn 3 ice walls in a peace sign orientation that should all be AOEd down.  This wall acts like a movement impair.  If you don’t kill it, the rotating beam and maze will kill you.  He will then start rotating either left or right (you can see which one because there are purple snake like lights in the direction) and you should to where the snakes are, furthest away from the beam near the maze.  This beam goes through immunities and will kill you if it hits you.  Your raid must navigate through the purple maze.  If you stand in the smoke you will take a lot of damage.  You won’t die immediately but you will if you keep standing in it.  There are 3 areas where the smoke clears as the beam rotates, one really far at the end, one in the middle and one next to the boss.  Take the middle one it’s much more easier to see.

After this, he will return to his first phase mechanics.
You Said Crossing the Streams Was Bad: For the meta, you don’t need to kill the boss so once again I’d recommend doing this on normal.  In the color phase, have your whole raid watch out around 10 seconds before on the ground.  While the monsters are hidden, their positions are marked with a periodic circular flash on the ground at this time.  One of these bursts of light is white.  You need to find this one and stack everyone on it.  This will reveal one of the orange, purple or green adds.  The beams will then start rotating as normal and you will need to have the 2 people who soak each to go with it. You need to do this 2 more times.  Each time have everyone stack.  The hardest part about this achievement is not seeing this white light as you only have 1 chance.  The lights will flash a few seconds before the beams come out so keep your eyes peeled.  You do not need to worry which monster you’ve revealed as it will automatically pick one you’ve not revealed.

Heroic Mode: The fight revolves around kiting the boss around the room to minimize the number of red blobs which are always walking towards him and at the same time keeping the boss away from the large black blob that spawns periodically from one of the pools aroun the room. If the black blob touches the boss you will instawipe.  The fight requires a tank swap due to boss debuffs as well.  As long as these two never touch you shouldn’t have to worry about dying to mechanics so focus on doing this for the whole fight above anything else.  Typically, tanks will take 2 large blobs and after killing the second swap with the tank on Primordius.  Make sure that your dps kill small red blobs before killing the boss.  These spawn a red lighting-like pool on the ground which you should stand in.  If it spawns a purple don’t stand in it as you will get a harmful debuff.  After getting 5 of these DPS will be transformed and able to hit the boss for 100% damage.  If they are not transformed they only hit for 25% damage.  There is one boss debuff that will hit kind of hard called volatile pathogen.
Genetically Unmodified Organism: The achievement for this fight is much easier on normal.  It may be doable on heroic but I wouldn’t recommend it.  Full on dps the boss.  This also requires you to stop ANY AOE spells.  The boss takes 75% damage but at SoO ilvl, it will be easy to kill him in a few minutes.
Dark Animus*** (I gave this 3 because I really x3 recommend reading a simple guide on the fight.)
Heroic Mode: This boss was a nightmare last patch and killing him on heroic now is difficult if you’re not overgeared for content meaning around normal SoO level or if you don’t know how the fight works.  The fight revolves around management of a resource known as anima. Having anima activates golems, having zero deactivates them.  Also some golems are naturally inactive and can not be activated by getting anima. This is what you do to win.  You bring two healers, 1 hopefully semi-dps ike a discipline priest or monk.  On activating the boss, the 12 smallest anima golems around the room will activate.  Your tank should grab 3 of these, hopefully closest to the boss and together for easy aggro and the boss.  He will be taking a shitload of damage. Use all your possible cooldowns to get them through this.  Alternatively, he can grab 2 if one person in your raid has a pet which can taunt a mob without killing it.  For the rest of the 9 golems, each person in the raid grabs 1.  Designate 1 melee dps to kill his/her anima golem near a medium sized anima golem which is electrified.  Have your ranged help him out.  Immediately after this, he needs to go near the tank to be ready for the next mechanic.  Everyone else in the raid should get aggro on his/her mob and maintain aggro on it for the rest of the fight without killing it.  The tank should kill one of his small anima golems around when most of his cooldowns have been used and then focus on the boss.  Periodically, the boss will immobilize the tank inside a ring of red orbs.  Remember that designated melee dps?  He/she should run in to 1-2 of these orbs to make them disappear so the tank can run through the opening.  They come quite frequently so keep a look out.  This melee dps is responsible for popping his/her damage reduction cooldowns because absorbing the orbs causes damage stacking based on how many you absorbed.  The other mechanic for the fight is that every so often, red circles of smoke will puff on the ground.  Everyone in the raid must move out of these as they will repeatedly target you at times and will 2-3 shot you if you aren’t healed. Note: If you see a spell of red puffing smoke that repeatedly pulses and follows you, you’ve done something wrong because you’ve activated one of the medium anima golems who was no electrified.  Finally, at 75 energy, the boss will do a raid-wide AOE nuke.  Make sure to use a cooldown for this.  The boss should die in under 2:30 minutes else he will berserk.  With SoO gear this shouldn’t be near to a problem.  The hard part about this fight is the survival of the tank.  If he/she gets the anima ring debuff by touching one of the orbs, they will die.  If they lose some kind of damage reduction for a few seconds they will die.  Get past the first 30 seconds of the fight and you should be fine.  Now my guild has practiced the zerg strat last patch for a good few days and we wiped 5-6 times doing this achievement with SoO gear. A guild which has never gone in to ToT before may find this boss frustrating.  My only advice if you get frustrated is to keep going at it.  You’ll get the hang of it eventually.

Ritualist Who?: This boss was so hard that the meta-achievement isn’t even related to killing him lolz. Kill all of the different ritualists before the boss.  I can’t give any advice on this as they’re random.  Maybe find some friends who will tell you if they get one you need?

Iron Qon
Heroic Mode: Fight is extremely easy to learn.  You fight 3 lions and Iron Qon.  In heroic, there will be one lion on the ground, and one lion doing random abilities in the air.  Start fight out with group of 3 melee spread and group of 3 ranged stacked.  The first lion on the ground, lets call it Fire Lion, places a fire debuff on the ranged group.  After 2 stacks, have melee soak it.  Each lion should die really quick.  Throughout the fight the boss will throw spears at a location which explode out in 5 pentagon directed lines.  Just don’t stand in these.  The one mechanic you need to watch out for is when he stuns a random player.  Another player should click the cogwheel on these guys to get them out.  Other abilities are going on during this time but they aren’t important really.  The second lion also called Wind Lion after some time will pull everyone to the center of the room and spawn a circular area of tornados around them.  It’s kind of like a Frogger game to dodge these rotating tornados (warlock portals from the center of the room out towards the entrance help).  You may die if you get sucked up by one (it will stun you in the tornado for a while) so this part may require some practice.  Otherwise, avoid all of the things on the ground and click each other when they get stunned.  The tank should watch for a boss debuff if you’re 1 tanking (completely possible with a paladin and with higher level gear probably without one as well).  If it gets too high like 7-8 then they should find some way to remove it either through Hand of Protection or running away or a taunt swap.  Third lion, Frost Lion after he gets low, all 3 lions will come back along with now attackable Iron Qon and you must kill them all fast. Last phase group up for heals.
Can’t Touch This: Meta-achievement is based on individual ability.  5 spells you will need to avoid are the lines coming from each of the 3 types of spears for the 3 lions, getting hit by the tornado in the second phase with the storm, and finally in the last phase where Iron Qon empowers the residual tornados with ice, by one of these ice tornadoes.  The last two are easier, the first 3 you will need to watch where the spears out and get out of the way accordingly  You don’t have to achieve not getting hit by all of these in one fight but if you do your epeen will grow.

Twin Consorts
Heroic Mode: Doable with 1 tank easier with 2.  Spread the raid out and tank in the center.  One tank primarily on Lu’lin.  Periodically Suen will appear.  Sometimes she quickly disappears, otherwise, she spins around.  When she appears spinning, one tank needs to taunt her and bring her around the room to reveal invisible mobs that are hitting the rest of the raid (she will run after you as quick as you run).  These mobs can be seen but not attacked if they aren’t revealed, and look like shadowy banshees.  You should shoot for revealing 3 each time.  The tank on Lu’lin will periodically get a debuff from a mob called the Beast of Nightmares.  Note to healers, this will kill you.  Healing this person with a direct healing spell will put a debuff on you each time you heal them.  This ticks for damage.  Do not heal the person with Beast of Nightmares.  Alternatively, you can have the tank taunting Suen taunt the boss to get the beast of nightmares debuff and kill it so healers can still heal the tank on Lu’lin. Neither Lu’lin nor the Beast hits hard so choose whatever you feel comfortable doing.  Make sure you DO NOT kill Lu’lin before her phase is over.  Suen is a bit harder.  You should have a tank swap on Suen after 3 or so stacks of her tank debuff.  She will also do a spell periodically called nuclear inferno.  During this whole phase, Lu’lin puts comets on the ground.  Next to these, there will be a purple spot on the ground.  During nuclear inferno, the raid needs to stack in one of the purple areas which will reduce a large amount of damage from it.  Even last patch, it was possible to heal the nuclear inferno without the comet so if you can plan for it, you can do this.  Also, Suen does a raid wide tick damage which is reduced if she is pulled close to comets.  Do not stand her or yourself on top of the comets as there’s another spell which will make it disappear.  Slowly, comets will lose their health from being next to Suen.  So pull Suen next to comets EVERY OTHER time.  The times in between, you will need to stand in the purple area for nuclear inferno so tank her away from it as you don’t want the comet to disappear.  In the final phase, both Lu’lin and Suen will come out.  They both should be really low but focus Suen down quickly then Lu’lin.  It’s possible you may not focus Suen down before Lu’lin does her phase 3 specific spell.  If so, pull Suen far far away from Lu’lin.  Lu’lin’s spell is called Tidal Force and acts similarly to the healer buff you get in Spoils of Pandaria in SoO which shoots a tidal wave out in random directions.  It doesn’t heal but does a fair amount of damage and may two shot you.  Avoid this.
From Dusk ’til Dawn: The meta-achievement may be done on heroic.  Hold off on killing Lu’lin in phase 1 still but get her to around 10%.  In phase 2, don’t push Suen below 30%.  Live through the phase and once Lu’lin comes out, zerg her down quickly then kill Suen.  The issue that makes this hard is Suen still does nuclear inferno in phase 3.  With Lu’lin dead she will be doing this without the raid having a comet.  Obviously this is easier done on normal but it is possible on heroic with good DPS.  You may have to end up doing 2 nuclear infernos without comets so if you’re capable of doing this by all means do it on heroic.
Lei Shen*** (I realize that you don’t need this on Heroic but chances are you may want it for the ‘Storm’s End’ title.)
Heroic Mode: The Lei Shen fight is probably one of the most complicated fights in the instance.  For heroic I highly suggest that you read a guide.  Furthermore, this is one fight where DPS will not make the fight significantly easier, just shorter as you will still need to go through each phase. I will do my best to give you a paragraph guide but you will save much time and energy by knowing the fight.  The platform is divided in to 4 sections:
1. North – Static Shock, similar to the Fallen Protectors debuff, more people stacked in the light blue circle less damage done to everyone.  Immunity takes the split on that person out of the picture so do not pop immunity.
2. East – Diffusion Chain, lighting that jumps between people within 8 yards, remain spread for this.  If you get hit, an add will spawn along with everyone person who gets chained.
3. South – Overcharge, immobilizes a person and after a few seconds, sends a circular wave out that does damage and stuns.
4. West – Bouncing Bolt, spawns 3 swirling circles on the ground which must be stood on, if you don’t, an add spawns and another swirling bolt will appear somewhere else.
These conduits are charged by having Lei Shen next to them.  They can be charged up to 100% after which they will level and be able to be charged again.  Leveling the conduits increases the potency of each conduit’s spell and can be leveled to a maximum of 3. The boss goes from an active phase to an intermission phase which lasts roughly half a minute.  This occurs twice, once at 66% health and once at 30%.
Phase 1 (Boss Active): Start the boss off on the North conduit as in the normal strat and push this energy level to as high as you can before leveling it. In between pillars, have your fastest movement tank pull him to the next pillar.  All ranged start off at the center of each side of the platform as far away from the boss as possible but still in range of deeps.  For Phase 1, he will perform a spell called Thunderstruck which requires you to run away after it drops.  The closer you are to where it was dropped, the more damage it will do to you.  You will get one shot if you are within 10 yards of it or so.  Just run away, it looks like a swirling blue lightning circle of death.  For tanks, he will place a debuff on you (near when he gets around 70-80 energy called “Decapitate”.  This will do more damage to you when it goes off the closer you are to him.  Some tanks may require at tank swap, other tanks can brute force through this by popping a cooldown.  Change as fits your raid.  Apart from these Phase 1 specific mechanics, while charging each pillar, a specific spell will happen as above so you will need to deal with these.  For the overcharged pillar, the raid should stack on the tank otherwise, spread roughly and ranged stay further away from the tank.

Intermission 1: After he reaches 66% he will go into an intermission phase and won’t be attackable.  Spread the raid out in a 2/2/3/3 formation with the formation Tank+Immunity DPS/Tank +Immunity DPS/1 healer + 2 DPS/1 healer + 2 DPS.  It helps if the groups of 3 have at least 1 person with immunity or if the groups which don’t have a melee DPS.  Lei Shen will unleash a sequence of spells which you need to deal with.  Have everyone in your raid with some kind of movement boost or be in a group with other people who can provide a movement boost.

[23:20:38.900] Lei Shen casts Supercharge Conduits
[23:20:38.987] Lei Shen casts Diffusion Chain
[23:20:39.168] Lei Shen casts Overcharged
[23:20:46.904] Lei Shen casts Helm of Command
[23:20:52.114] Lei Shen casts Static Shock
[23:20:52.948] Lei Shen Bouncing Bolt (Hits Ground)
[23:21:02.173] Lei Shen casts Overcharged
[23:21:04.181] Lei Shen casts Diffusion Chain
[23:21:11.030] Lei Shen casts Helm of Command
[23:21:12.233] Lei Shen casts Static Shock
[23:21:17.067] Lei Shen Bouncing Bolt (Hits Ground)
These are all spells which you’ve had to deal with in Phase 1 apart from Helm of Command.  For the phase, spread apart around the center circle of the platform.  Deal with Bouncing Bolt as normal. Stack up for static shock and overcharged (for the second overcharged, count to 4 before stacking when it goes out).  People who have less movement boosts should be closer towards the center for Helm of Command.  The hardest part about this phase is juggling the abilities.  Static Shock will one shot anyone without an immunity so if this happens, the raid must stack.  While this happens, things that may screw you up is either the person with static shock may have Helm of Command or someone who must stack has it, or Bouncing Bolts is coming out and it needs to be soaked.  Regardless, your static shock person must not be afraid to move especially so other people can stack easier on them.  This phase will take some time getting used to and will be the hardest phase to get through.
Phase 2 (Boss Active): Similarly to phase 1, the boss will have new innate abilities along with the 4 pylons with their own abilities.  For the whole phase, have 3 designated ranged healers/DPS stay out.  Everyone else must stack for a spell Lei Shen does called Ball Lightning where he spawns a ball on ranged players.  This insures only a certain number of balls will spawn.  Even in SoO gear if you have 7 or 8 balls spawning during this phase your raid will probably get one shot since every time these balls jump they do 200,000 damage in an AOE.  The boss still does Diffusion Chain so the raid must be spread for that but that’s it.  Also the boss will do a large annihilate attack like Garrosh’s which will leave an area that does damage.  Try to position the raid to an area where you’re not planning to run to for this.  Continue swapping between pylons, leveling the first pylon you should be at. EAST to the highest level.
Intermission 2: Same thing but his abilities do more damage.  The good thing is you have an extra person on each platform now to help with stacking.  Would recommend doing a 3/3/4 split with one 3 group being the same as in Intermission 1 having 2 immunities, the rest being split up.
Final Phase: Depending on what health Lei Shen’s at this phase may go by very quickly.  The goal is to be roughly in the position you were in for phase 2 but focus on spreading out for the majority of the time, only stacking for Ball Lightning.  He will do Thunderstrucks on ranged which must be placed out of the group, diffusion chains and static shocks.  For this phase, have your immunity people pop their immunities for static shock.  This phase should go by quick with SoO gear level.
A Completed Circuit: So you do Lei Shen 4 times.  Do him on Heroic one of these times following the same strat listed above to get the Static Shock Conduit Disabled first achievement.  Then do 3 boring runs on normal.
Ra-Den (Including Ra-den for shits and giggles. Also not part of meta, but has it’s own meta-achievement.)
Heroic Mode: Mechanics related, your raid will need to figure out a rotation between 2 groups.  Each group should have their own priority rotation beginning with ranged healers -> ranged dps -> melee dps with 3 people in each group.  In the room with Ra-den there is a gigantic circle in the center. Mark two areas to the left and right in the circumference of the circle such that if you drew a point from the left point, to the center of the circle, to the right point, you would see a carrot ^ sign.  Group 1 should go to the left point, group 2 should go to the right point.  Suppose you have this combination.
Group 1 (Left): Holy Paladin, Elemental Shaman, Shadow Priest
Group 2 (Right): Discipline Priest, Hunter, Warlock, Rogue
Leave 1 person out of the rotation who is someone you can rely on to execute mechanics perfectly and memorize the rotation, suppose in our case it is a Mage.  Also, make it so the first person who gets the debuff mechanic always goes to left or right regardless of their group.  Now during the fight, Ra-den will randomly select 1 person and debuff them with a spell called Unstable Vita.  This does a large amount of damage to them and inflicts them with a debuff for a few seconds.  After the time is up, this debuff will jump to the player furthest from this player. So suppose the Hunter gets this debuff.  He is in group 2 BUT he is the first player.  This means he should go to the left.  Remember your great Mage, they will now take the place of that ranged in the rotation meaning the altered rotation group will be:
Group 1 (Left): Holy Paladin, Elemental Shaman, Shadow Priest

Group 2 (Right): Discipline Priest, Mage, Warlock

Begin the rotation each time the same, with the first person going left, then the first Group 2 person going right.  Once the debuff is passed (make sure it gets passed before you run, you should see a bright blue line) the first person in Group 1 will go to the left point, in our case it is the Holy Paladin.  In this way, alternate between the groups until the debuff disappears (I will explain how this happens).  This sounds dumb, but do a few practice runs to get used to the rotation before the fight.  It will spare you some time of learning how things work on the first pull and wiping hard and fast.  For the tanks there is also a fatal mechanic.  When Ra-den’s energy gets to 100 he will perform a spell on the tank which will one shot you if you do not have your active mitigation ability up.  This means things like blood shields for DKs, Stagger for Monks, etc.  The easiest way to tank this boss is a monk as their active mitigation requirement is actually more or less a passive one.  The other tank can either go DPS or stay tank and tank an add that periodically spawns far away from the raid as it chain lightnings.  The fight progresses as such.  Every few seconds, two balls of blue and red energy comes from the outside of the room from opposite directions towards Ra-den.  Focus the red orb down for the first THREE orbs.  On the 4th orb, the tank with Ra-den must drag the boss towards the Red, then towards the Blue orb.  This ‘resets’ the debuff I mentioned above.  The next two sets of orbs, kill the red orb again then repeat the reset for the 7th orb.  Kill the red orb on the remaining sets of orbs.  When Ra-den gets to 40% health, he will go in to his last phase.  At this point, it’s simply a zerg fest.  Pop all cooldowns and ignore the orbs and just kill him.  Phase 2 is a cinch.
I Thought He Was Supposed to be Hard?: The achievement here is simply not to let anyone die.
Final Notes
Especially on the fights listed with stars* I may have missed things.  Please let me know if you have some easier way of doing things or if I’ve missed or written something incorrectly.  I hope you all enjoyed this guide and good luck on getting that awesome mount!

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 13-14)

After a nasty bought of appendicitis, I have successfully delayed my guild in being anywhere close to competitive this patch.  Along with roster issues and other things, my guides this patch will unfortunately be rather behind the flow of things.  Nevertheless, better late than never so let me give you guys a few hints on Paragons of Klaxxi and Garrosh.

Paragons of Klaxxi
You fight against the 9 Klaxxi Paragons you freed while questing in Dread Wastes (good going).  Originally thought the order they came is random however the order for my guild has not changed in the past three weeks.  The order appears to be the following:

Hisek, Rik’kal, Skeer (at beginning), Ka’roz, Korven, Iyyokuk, Xaril, Kaz’tik, Kil’ruk

Some Klaxxi Paragons affect other Klaxxi Paragons so you just need to know the combinations.  You also know who’s next by a buff they gain while they’re standing there waiting.  All the paragons have their own abilities as well in addition to a helpful ability they give by click on their corpse.  The buffs aren’t really going to make a difference in normal.  Also, the bosses gain damage when another one of them is killed.  For example for the first three, if you kill Rik’kal, Skeer and Hisek will gain damage.  This kind of means that you will need to kill the bosses after a certain number of rounds.  I’ll tell you my guild’s successful kill order at the end. First general boss abilities…

Skeer the Bloodseeker
– Affects other Paragons: Causes tank to take 10% more damage from Rik’kal the Dissector’s melee attacks per stack
– Bloodletting, summons bloods which move towards a damaged Paragon and heal him, 2 spawns in 10 man
– Helpful buff: DPS buff, allows attacks to have a chance to summon blood orbs which heal (like healing spheres)

Rik’kal the Dissector
– Affects other Paragons: Causes tank to take 10% more damage from Skeer the Bloodseeker’s melee attacks per stack
– Applies stacking debuff, when expired spawns Amber Parasites which fixate on random players dealing high damage, healed to full every 10 seconds, not applied to tanks under active mitigation
– Turns random players in to Amber Scorpions who have their own attacks, one useful one can instantly kill the Amber Parasites, also causes player transformed to take damage
– Helpful buff: DPS buff, turns them in to an amber scorpion for 30 seconds

Hisek the Swarmkeeper
– Multishot to random members
– Aim, targets random raid members and stusn for 5 seconds, should be at least a few yards away from the boss, fires a damaging beam between them and himself, split by players who stand in between, each player who stands in between takes some physical damage and also spawns a zone on the ground that deals damage
– Helpful buff: Ranged DPS buff, first damage shot at player, deals more damage farther away, increases its damage taken by 15%

Ka’roz the Locust
– Charge random players around room who take damage and are disoriented for a while
– Jumps to platform and hurls amber down to form void sons
– Helpful buff: DPS buff, allows them to do the same thing and jump on the platform to hurl down amber, in addition, hurling amber at bosses encased instantly shatters it

Korven the Prime
– Shield Bash->Vicious Assault, knockdown followed by series of high physical damage attacks in front of him
– Helpful Buff: Tank buff allows them to encase other players in amber making them immune from damage for 5 seconds

Iyyoukuk the Lucid
– Deals 1/3 of a players health, instantly kills players below 25% health
– Assigns a series of colors (5 possible), shapes (5 possible) and numbers (5 possible) to players, he will then target a random player and all players who have that players color/shape/number and link them, anyone who comes in contact with the link will take damage, deals less damage if you are further away (think opposite of Stone Guards fire chain)
– Helpful Buff: Healer buff, target a player and heals all players of that race or class

Xaril the Poisoned Mind
– Affects other Paragons: Causes tank to take 10% more damage from Kil’ruk’s melee attacks per stack
– Caustic Blood, tank debuff, explodes fro massive raid damage at 10 stacks, application can be prevented by having an active mitigation ability up, also tank swap
– Toxic Injections, assigns raid members to either red, blue, or yellow
– Red: Spread
– Blue: Clump (only 2 in 10 man)
– Yellow: Move away from poison cloud
– Helpful Buff: Healing buff from corpse, 10 second duration, healing to target is stored then released when target takes damage

Kaz’tik the Manipulator
– 4 initially unattackable bugsaround room
– Mesmerize causes players to walk towards one of them, dealing physical damage each second, the bug gains energy for each tick, if the player reaches the bug they die and the bug becomes active, DPS the bug that is causing the players to break the fixate, they will also do this at 100 energy
– Fires beam at random player, everyone else should get out of the beam
– Helpful Buff: Any role buff summon a mob to help you DPS

Kil’ruk the Wind-Reaver
– Affects other Paragons: Causes tank to take 10% more damage from Xaril the Poisoned Mind’s melee attacks per stack
– Gouge->Mutilate, heavy tank hitting attack
– Death from Above, leaps in air and lands on random member dealing damage in a small AOE
– Helpful Buff: DPS buff from his corpse


Raid Buffs
Any Roll: Kaz’tik the Manipulator
Tank: Korven the Prime
Healer: Iyyoukuk the Lucid, Xaril the Poisoned Mind
DPS: Rik’kal the Dissector, Skeer the Bloodseeker, Ka’roz the Locust, Kil’ruk the Wind-Reaver, Hisek the Swarmkeeper (Ranged)

Interactions: Just means when these two are out at the same time, they should not be on the same tank
Kil’ruk the Wind-Reaver <-> Xaril the Poisoned Mind
Skeer the Bloodseeker <-> Rik’kal the Dissector

Recommended Talents: Speed of Light (for getting into the arrow from Hisek and avoiding other things), Holy Prism (raid is generally spread out)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate, can be kind of spikey when the bosses come out with the interactive tank debuffs but otherwise not too bad
Raid Damage: Low-Moderate, only dangerous times were when the bosses with color related mechanics came out

– Don’t pad, any dps on the target that doesn’t die will be healed when another paragon dies
– Kill Order

Beginning 1 2 3 4 5 6 7 8 9
Hisek 4
Rik’kal 1
Skeer 2
Ka’roz 5
Korven 3
Iyyokuk 6
Xaril 7
Kaz’tik 8
Kil’ruk 9

– While you’re killing Hisek, Rik’kal will spawn his first set of bloods which will move towards Hisek because he has the lowest health.  You should be able to kill Hisek before these bloods reach him.  Once the blood’s target disappears the bloods will not heal another target so you don’t need to worry about the first set.  You will need to kill the second set.
– After Hisek is killed, it’s generally a good idea to stay spread apart.  Watch for the orange crap on the ground as well as the boss who sents out sonic waves which do quite a lot of damage.  When the Kunchongs come out, have the raid move away from them so they aren’t too close when they become targeted for the mesmerize.
– We kill Hisek and Ka’roz before killing Iyyokuk and Xaril even though they’re out because they were left up for too long and their abilities were beginning to do a lot of damage.
– Just make sure you know what you’re doing for Iyyokuk and Xaril.  For the red/blue/yellow on Xaril, the blue people need to go find 1 yellow person to stand next to.  The red people need to spread out and the yellow people need to spread out but be aware if they’re soaking with a blue person.  For Iyyokuk, you have a fairly long amount of time to spread out and reduce the damage.

Garrosh Hellscream
The Garrosh encounter is a multiphase encounter with a transition phase that occurs between phases.  He starts off with abilities which are empowered and more abilities are added as the phases go on.
In Phase 1 which lasts until he’s at 10% health, he has two innate abilities.  Desecrate targets ranged players and throws a weapon greating a zone at the location.  This weapon can be killed in its unempowered form and the size of the zone decreases with its life.  He also does a buff on any adds that are up increasing their damage and health by 150%. There are three adds in addition to Garrosh.  The first is a typical tank and spank add which slows tanks with hamstring.  The second is a farseer who heals, casts chain lightning and a gains a buff each time you interrupt his casts.  You want to interrupt his chain heal so gaining buffs is inevitable.  You shouldn’t be interrupting chain lightning though so make sure the raid stands apart.  The third add is a siege engineer which spawns at opposite sides of the room and channels to free a wheel from the side of the room.  The wheels roll in opposite directions and each of them take up one half of the room so you can potentially avoid both of them.  The recommendation is to kill one of these and let the other one go. This should be done by 1 DPS in the case of 2 healers and a DPS healer such as a Disc priest or HotW Resto druid when 3 healing.
At 10% he will go in to his first transition phase.  This phase stays the same throughout the fight and lasts for 1 minute.  You have a chance to get transported to either Terrace of the Endless Spring, Temple of the Jade Serpent or Temple of the Red Crane.  You will have to defeat an add and stand in the buff it gives upon death which reduces damage by 50%.  After you kill the add, Garrosh becomes active and starts casting Annihilates which yoru raid must dodge.  You have a chance to DPS Garrosh now before he enters the next phase.  In the two Temples, you should split your raid into two groups.
After the first transition, Phase two will start.  Garrosh will be at full health, minus the damage you did to him during the transition.  Garrosh now has four abilities, 1 of which is the same from Phase 1.  These spells become empowered when Garrosh gains energy and remain empowered during the Phase.
– Whirling Corruption, AOE raid damage attack, corrupted at 25 energy, shoots missle at random raid members doing AOE damage in a small region and summoning an add, when these adds die, any other nearby adds get super buffed
– Touch of Y’Shaarj, mind controls random players who then try to mind control other players, the mind control is broken at 20% and the mind control they cast can be interrupted, corrupted at 50 energy, mind controlled people are empowered and can no longer be stunned, can still be interrupted
– Desecrate, same as Phase 1, corrupted at 75 energy, these weapons can no longer be killed, but still have a smaller zone radius when they have less health
– Gripping Despair, stacking DoT and requires tank switch, corrpted at 100 energy, when the buff disappears, it deals damage to the player equal to the value of the debuff and also causes the player to take 10% increased damage from it pr stack
In addition to these 4 abilities, every 2 minutes your raid will be taken to the transition phase again.
In the third and final phase, Garrosh will be at 100% again.  During this, he will use only the empowered abilities.

Recommended Talents: Speed of Light, Light’s Hammer (most of the time raid is clumped)
Recommended Glyphs: Hand of Sacrifice, Beacon of Light and Divinity are basically the 3 standard glyphs now

Tank Damage: Moderate-Heavy, boss hits hard bro, the first phase when the adds are out is one of the more intense tank damage phases, along with the last phase with the tank debuff
Raid Damage: Morderate-Heavy, raid damage is more or less moderate apart from heavy damage phases, this includes the whirling corruptions and the intermission phases where he annihilates

– Raid DPS is an important consideration on when you’re bloodlusting.  If you’re three healing, likely you will get to bloodlust twice, once in phase 1 for adds and once in phase 3.  If you’re 2 healing, your bloodlust will likely not be up again for phase 3 and you should save it for phase 3.  – The key part of this phase is phase 2.  If you’re three healing, you will likely end up going in to intermission before phase 3 and have an empowered whirling corruption right before that.  It’s important that you kill the adds in phase 2 and apart from each other. If you’re two healing, it’s very important to push the boss to phase 3 before he goes in to a second intermission.  You should pop your blood lusts and other things to get him to this point.
– I can’t stress enough the importance of an interrupt order for mind controls.  This needs to be spickety clean through the whole fight.  Forget about mind controls in phase 3 and zerg boss? It will be a wipe.
– For phase 3, I would advise killing the first set of corrupted adds. then kiting the second one around as your other tank takes Garrosh.  Be mindful of mind controls, they must be interrupted and broken out.  The last phase is kind of a clusterfuck so try not to get separated from the group.

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 11-12)

Poops, didn’t get to Garrosh this week.  Laid-back raiding FTW!  Did manage to kill Thok and pretty much kill Siegecrafter Blackfuse before one of our players needed to go so here’s the guides for these two dudes.

Thok the Bloodthirsty
The fight is composed of Phase One, Phase Two and modified versions of Phase One depending on what happens in Phase Two.  In Phase One you fight the boss with his innate set of abilities including a frontal cone attack that applies a stacking damage increase debuff (tank swap), a tail lash, a blast that his random members of the raid, and a screech which interrupts spell casting when he gains 100 power.  In addition, when players drop below 50% health they recieve a debuff called ‘Bloodied’.  To enter Phase Two, 5 raid members with ‘Bloodied’ (10 man) should stack together.  The timing of this pretty much coincides when the damage from Phase One gets high enough to warrant a phase swap.  In Phase Two, he fixates on random players for a few seconds who should kite Thok for the duration.  Thok will do a frontal cleave attack during this time so other raid members should be careful to avoid him and the fixated raid member should avoid kiting him in to the raid.  You can set up raid markers for people fixated to kit Thok and have everyone else stand away from the boss. Also during this phase, you will be able to free one of the NPCs in the room with a key that drops from the Kor’kron Jailer that also spawns at the beginning of Phase Two.  The order of freeing the mobs (because this affects Thok’s abilities in Phase One should be Akolik, Gorai, Montak (easily remembered as they are in alphabetical order).  After he devours the NPC you free, he returns to a modified Phase One.

– His frontal cleave turns into an acidic frontal cone attack applied a stacking armor debuff (tank swap), this goes on around 2 players and has quite a fast reapplication
– His random blast damage to the raid changes magic type and also applies a DoT
– His frontal cleave turns into  a frost damage frontal con attack which applies a stacking debuff, at 5 stacks the player becomes frozen and starts losing 5% health every 2 seconds, they must be broken down (this shouldn’t happen to tanks)
– His random blast damage changes magic types and applies the same frost debuff that freezes the player at 5 stacks
– His frontal cleave turns into a fire frontal cone attack and applies a stacking DoT
– His random blast changes magic types and also leaves a void zone on players hit, move out of these

Recommended Talents:
Speed of Light (Jurassic Park style running away)
Would recommend going Light’s Hammer for this fight even though the area is quite large as for a good period of the time your raid will be stacked.  It will help you get through more of his screeches.
Probably clemency is also a must have for this fight although with the change to unbreakable spirit, bubble will be best for yourself, clemency is to help out raid members. I was told that Hand of Protection blocks the interrupt on the screech since it’s raid damage but I don’t believe it does.  It definitely does block the physical damage though.
Recommended Glyphs:
Hand of Sacrifice to place on a few members once the damage gets too high.  Divinity is Nice I guess…Beacon of Light.

Tank Damage: Moderate, one of the harder hitting bosses up to this point but still nothing really to worry about.
Raid Damage: Moderate-High, the screech, oh god the screech

– The raid stacks together in Phase One to the side of the boss, except for when the person you  kill is Montak. For this everyone needs to spread roughly apart to avoid setting fire zones on top of other people.
– The screech starts coming very fast, like you can’t get a holy radiance off in time fast.  I’d recommend using holy avenger (hell SH/heavy haste might actually be better than EF for this fight) near the 7th or 8th screech so you can continue to LoD the raid.  (This is on 10 man, in 25 EF is still probably better.)  Pop your devotion aura around maybe the 10th or so screech so your healers can heal without fear for the 6 second duration.  Make sure you call this out.  Optionally you can bubble near the end but you should probably time this with at least Guardian possibly Avenging Wrath or Divine Favor because you will need to be healing the raid up by yourself basically.
– After the first transition, be ready for the poison debuff.  Thok continues to apply this to around 2 people in the raid through the phase where you need to kite him around again.  This means people who are kiting might be out of your range and will be taking ticking damage from it.
– The position of Thok is in my opinion the key to success.  In my raid, we tanked Thok near the edge of the room.  When the transition came, the raid moves the add to the center of the room and the fixated raid member simply begins to kite the boss around the side of the room either way.  The ice phase and fire phase weren’t that bad but on the fire phase you should have him pretty low going in to it otherwise reconsider your DPS.
– We 3 healed this fight because one of our healer’s gear was pretty low ilvl.
– The jailer hits the tank for a moderate amount, if your tank thinks he can take the hits you don’t need to place your beacon on him.  The good thing about beacon is that the range of the heal is 60 yards.  You can place it on farther away members and heal members around you to help them out.
– Get your healers dispell guns ready.  Also fel imp helps.  The debuff is magic despite doing poison damage.

Siegecrafter Blackfuse
The room is set up with a center platform and two conveyer belts running northwest and northeast.  The northwest belt is the one you enter.  The two pipes to enter are located at the bottom close to the entrance of the room.  Siegecrafter is on the platform with the adds being assembled on the belts and the finished adds coming out on to the platform from the northeast conveyer belt.

Platform Mechanics
Siegecrafter has his own abilities including a tank swap, a buff gained whenever his adds are killed which buffs his attack speed by 100%, a launch sawblade ability at a random member which rotate in place dealing damage to anything that touches to it.  It lasts indefinitely until either the fight ends, or it is magnetically pulled in my one of the adds that spawn.  Any adds which come within 35 yards of the boss are healed by a percentage every few seconds so all adds should be tanks far away.  He also gains a buff if the wave of adds is not killed.  Additionally, there are several adds in the fight.
Automated Shredders are mobs (unrelated to the belt) which spawn every 2 minutes after 30 seconds.  They have a buff, Reactive Armor which reduces their damage taken by 80%.  Note that the tanks who gain the debuff from the boss (which required the tank swap) can tank these and hit them at 200% damage.  They also have a ability which causes them to leap in the air and land dealing damage in an AOE.  It is stunned for 5 seconds after this and takes 200% damage.  Finally, it gradually accumulates stacks of a damage buff.  These adds can be damaged by a lot of the boss and other add’s abilities.
Conveyer Belt Mobs are mobs which have been assembled on the belt.  3/4 possible adds will spawn each wave.  Once these are assembled on the northwest belt, they will fire 1 ability on the northeast belt when they come out and then disappear.  Note that all of these abilities affect the Shredders.
– Missle Turrets strike in rings around the center of the platform for massive damage
– Laser Turrest send a laser beam that follows raid members around, periodically spawning void zones on the ground (think Amber Shaper Un’sok), people who stand in these gain a DoT
– Electromagnets pull all players towards it for 10 seconds, all sawblades will move towards it, players should get out of the way of these and run against the pull
– Crawler mines jump off the platform and fixate random players, when it reaches the target it explodeson all raid members and knocks them in the air, for the first minute, they can be stunned and killed, after that they move faster and can not be killed
Conveyer Mechanics
– Beams of fire are located along the belt but can be avoided
– Assign two groups (2 dps) to enter these as entering one will incur a debuff which does not let you enter again for 1 minute

Recommended Talents: Speed of Light, get away from the laser.  Fist of Justice for stunning the crawler mines. Holy Prism better for this fight as people are spread out.  Would recommend getting clemency to help any non-dps healers out, otherwise get Unbreakable Spirit to prevent the Overload damage.
Recommended Glyphs: Would recommend getting Hand of Sacrifice and the Divine Protection glyph to transfer 20% of the damage reduction to physical for the Overload.  Mana’s not that big of a problem on this fight.

Tank Damage: Moderate, sometimes the tank can get lower due to the adds dying and the boss gaining the buff.  Also, the debuff application of the boss hits for quite a bit.
Raid Damage: Moderate-High, depending on how many overcharges you get.

– My raid was having a bit of trouble getting the shredders down.  We ended up resetting each electro-charge stage by bring around 1-2 sawblades near the northeastern platform where the adds come out so that the tank had an easier time positioning the add in it.  It’s important that the ranged DPS turn to the shredder when it is stunned to help it out.  I think that other guilds had less problems with this so you may not need it for your raid.  We were getting 4 overcharges sometimes (come in intervales of 10%) which was hitting for 380,000 on all raid members.
– Something to note about the sawblades, they have some kind of delay on where they end up going to so you can avoid all damage most of the time.
– Be very very careful when the electromagnetic add comes out.  If a blade flys through you, you will get hit with the 200k damage which will be bad with all the overcharges coming in.  Position yourself so that you aren’t between a blade and the northeastern platform.
– The fight is very much rinse and repeat, he isn’t doing any more damage at the end of the fight vs the beginning of the fight.

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 7-10)

Kor’kron Dark Shaman
This fight occurs in Orgrimmar commons.  The two shamans are sitting inside the main building where Garrosh usually sits.  I’d recommend someone like a hunter pulling them out and Feign Deathing so that they’re not located inside anymore.  Leading up to this, there are two cages of Alliance/Horde shamans.  You get the key from looting the body of one of the mobs and they will give you a 15% magic resistance totem to help you out.  The two shamans each have a mechanic which requires a tank swap.  This fight is slightly hectic in terms of positioning as there are several things that spawn around the whole area which players must get out of.  First is this green line of poison that shoots out after a few seconds on a ranged player from the boss.  It’s easy to see who’s got it because they’re illuminated with a huge green beam.  This player simply needs to move out of the rest of the raid who should be roughly clumped.  The next thing that spawns is this circling purple wind that does damage to anyone standing in it.  I believe this also turns in to a purple tornado which should also be avoided.  The bosses also periodically debuff random players with a DoT that much be healed up.  After a certain health (all these abilities are trigger by health percentages) he will start spawning a wall of immovable mobs which hit anyone who come near them.  They can one shot you.  Finally, periodically the boss will call down several globs of green goo that should be AOEd down.  These do some kind of ticking damage to anyone around them so tanks and melee dps should move out of it.  These adds should be slowed and CCed.

Recommended Talents: I went Light’s Hammer for this fight as our raid was stacked for a large majority of the time.  Otherwise, I just placed it down on the tank group.  This fight has a lot of movement though and perhaps Holy Prism would be better.  Speed of Light definitely for moving around.
Recommended Glyphs: Utilize your Divine Protection well.  Some good choices are Divinity, Beacon of Light and Hand of Sacrifice.

Tank Damage: Moderate, Tank damage can get a bit spikey with the nukes that the bosses send out.  When the globs spawn, keep a close eye on your tank’s health as they will take some initial damage from the AOE.
Raid Damage: Moderate, Raid will be getting random DoTs and possibly people standing in things they shouldn’t be so there is a lot of spikey or consistent DoT damage going around.

  • Positioning is key to this fight. Start off the fight in a neat formation and adapt as the things come out on the ground.  We started in the top left and scooted parallel like towards the right.  Make sure the bosses are facing the walls and close to the side when they spawn the wall of immovable adds.  The rest of the raid should designate someone to stack on and move roughly with each other.
  • Don’t run through the wall unless you’re really about to die or have some kind of damage reduction or prevention.
  • This is a pretty chaotic fight, you will be running around a lot so just be aware of people’s health as you avoid things yourself.
  • Kill the dogs first.

General NazgrimTactics on this boss is fairly easy.  G.Nazgrim is kind of like a warrior.  He switches between stances every minute or so beginning with battle, then berserker, then defensive.  In Battle stance, he gains a moderate amount of rage and does normal damage.  In Berserker, he does more damage, takes more damage and generates more rage.  In Defensive he gains no innate rage but does gain it from people attacking him.  He also takes less damage.  The only person attacking him during Defensive is the tank if they have the sunder armor debuff on them.  You should wait to taunt him right before he applies the debuff so you can actually hit him after you taunt.  The sunder armor debuff is the tank swap mechanic.  You should do it ever 3 stacks or so. Every 15 seconds Nazgrim will perform his highest costing rage attack.

  • 30 Rage, he leaps at a random target doing damage in a small AOE and two criss-crossed lines of fire will spawn from that point a few seconds later explode.  Moving either backwards or to the left or right if you are the target of the leap will avoid the fire
  • 50 Rage, he spawns a banner which causes attacks of all adds to give him rage, kill very quickly
  • 70 Rage, AOE physical damage attack, pop any physical damage reduction cooldowns
  • 100 Rage, throws a weapon at a random player which will damage them then spin around in place until the end of the fight

Basically any damage players unnecessarily take will give Nazgrim rage.  If you do the fight right, you should never be able to get him to 100 rage.  Your first job is to deal with these abilities.  Your second job is to deal with the adds.  He spawns 4 types of adds.  All of them can be stunned, rooted, etc.

  • Ironblades, tanks these, otherwise don’t do much other than spin around, ranged should slowly kill them
  • Assassins, focus a random target going stealth before and going up to their back, if you turn your back to them they backstab you which is likely a one shot
  • Arcweaver, randomly nuke players and blink around, interrupt as many of their spells as possible, kill these quickly, second priority
  • Warshamans, chain heal, put down healing totem, kill totems first, interrupt chain heal, kill these with first prioirity

Recommended Talents: Holy Prism, most of the time raid is spread out, Fist of Justice to help with the adds.Recommended Glyphs: The typical glyphs are fine.

Tank Damage: Low-ModerateRaid Damage: Low-Moderate, there are periods of time when he throws up raidwide nukes but those come with ample notice

  • If you are targeted by an assassin make sure you don’t turn around.
  • Fight is fairly straightforward with easy mechanics and lots of room for error.

MalkorokThe fight occurs in a circular room.  The fight is Tortos-esque in the sense that everyone gets a Debuff in Phase 1 called Miasma.  Every heal on these players will contribute to an absorb shield maxing out at the person’s life.  There is no way for this shield to drop however and any further damage taken beyond the shield absorb stays with the player until the next phase.  Malkorok has a few abilities.  As usual, there is the tank swap.  Other than this, he periodically places 3 circles around the room.  One person (and no more than one because the damage is not split) must stand in these purple circles.  Once they go off, if you have at least 1 person in each circle, that person will take a large nuke (which shouldn’t show up if your healers are doing it right).  If you don’t have one of the circles covered, everyone in the raid will take the damage nuke.  He will also periodically do an arcing smash which is simply something you need to avoid.  This ability plays a part in his third ability which is called Breath of Y’Shaarj.  After every 3rd arcing smash, he will light up the ground of the 3 arcing smashes with Breath of Y’Shaarj which will basically instantly kill anyone standing in it.  Due to this, you must track where the arcing smashes hit.  You should have one person in your raid marking this.  Finally, he will periodically send players in the air who will take some falling damage.  Players around this player will also get hit so spread out.  After this phase, he will transition to a second phase which lasts for around 20 seconds.  During this phase he has two abilities.  One is a frontal cone of around 2M damage that needs to be split between all members.  He repeats this very quickly.  He also puts a debuff on two players (in 10 man) that do some damage on the player but also periodically hits in an AOE around the player.  These players must move out of the raid and then get dispelled.  Do not dispell inside the raid.  During this phase, the AOE healing needed will be very, very high.  Think of it kind of like one of Megaera’s Ramages.

Recommended Talents: Light’s Hammer is a must for this one. Speed of Light…Recommended Glyphs: The typical ones are fine for this.  You could optionally glyph your divine protection to get the damage reduction to physical.

Tank Damage: Low-Moderate, nothing really noticeable to me.
Raid Damage: Moderate, High during phase 2, get ready with your AOE healing in phase 2. In phase 1, you can pretty much heal to your hearts content and being careful to go in to phase 2 with enough mana.

  • At the beginning of the fight, you have a few seconds before the first seismic slam goes out (the thing that punts you in the air and everyone around you) your raid should group in any AOE healing abilities to get your shields stacked.
  • Prioritize your ranged DPS to stand in the 2 farther our purple circles and your melee DPS to stand in the one closest to the boss.  Your tanks should probably not soak the pools.
  • Phase 1 of this fight is fairly simple to execute if you have someone marking the arcing slams.  Phase 2 is high damage but should be easily done with proper cooldowns.  It only lasts 20 seconds so you can pop all your cooldowns if you wanted to and have them be up for nearly the whole thing.

Spoils of Pandaria
This fight should be done in two groups.  Each group with a defensive, an offensive, and a bloodlust.  If you don’t have this, it’s not the end of the world, it just means things might be a little harder for you. There are 4 quadrants of the fight, each side with 1 mogu and 1 mantid quadrant.  Your group of 5 is responsible for dealing with one side of this.  In this area, there are a few different types of boxes, large, middle and small.  Some guides I’ve seen says the middle crate gives 4 energy but in my experience it gave 3 at least on 10 man.  Large ones do indeed give 14.  You should begin each quadrant by killing the panda crates and getting the buff from then which lasts the whole time pretty much.  Then you should start killing the big add, adding in some small adds as seen fit.  You don’t want to be overwhelmed but you also want to finish in time.  Your goal is to get 50 energy (opening the boxes and killing the mobs in them give energy) within a certain time.  In the mantid area, you will need to avoid certain things on the ground, run outwards when you are pulled in and finally, when the big crates are opened, you will get a bomb debuff with an extra action bar.  When you get this, you get around 4 or so bombs which you must throw on the ground before a they detonate.  You will also trigger them by running over them.  If you get this debuff, run to a corner and just deposit all the bombs as you are running forward and run away.  In the mogu quadrant, you should start the same, kill the panda crates then start on the other ones.  In this one, there will be random stone mogu that walk around and do a small arcing crash in front of them that stuns players in it.  They are not tankable, and should just be killed.  The crates will also spawn these urns that will spawn sparks which fly around the area periodically stopping to do AOE damage.  Kill these urns.  Once in a while, there will be a mechanic where two beams of light pop up a few yards away from each other. At least one player should be standing in each light, otherwise everyone in the raid will take a nuke.  Other than this, each quadrant has some kind of dispellable debuff and a buff to enemy mobs that needs to be dispelled.

Recommended Talents: Would recommend Holy Prism for this as it’s 5 man and there’s a lot of movement.  Also Speed of Light.
Recommended Glyphs: Nothing really special although you won’t need your beacon glyph for this one.

Tank Damage: Low-Moderate, if you’re doing this right, your tanks shouldn’t really be taking a lot of damage.Raid Damage:  Low-Moderate, Sometimes the damage ramps up a bit but overall the damage is quite low compared to other fights, unless people in your raid are bomb happy

  • The healer buff from the panda crates is pretty cool.  Periodically you have a chance to shoot out a wave of water which heals and damages in a line.  You should position this to hit as many people in your raid as possible.
  • You can bubble and detonate all the bombs in the area.

Siege of Orgimmar 5.4 Normal Mode Quick Guide (Boss 1-6)

Just like last patch, I’d like to provide you with some quick tips on the normal mode boss fights in Siege of Orgimmar.  For heroics I will, like in ToT be going in to a lot more detail.  Of course, these are from the holy paladin perspective.

Immerseus is this giant water elemental that sits stationary in the middle of the room.  When you kill him, he splits up into many globules of two types, one type can be killed and one type can be healed.  These globs will start at random places around the edge of the room and slowly rejoin to the center after which Immerseus will return.  The amount of life he returns with depends on how many globules were killed and how much the globules which can be healed were healed.  There are also effects on the ground that you must move out of and periodically he shoots a stream of water outwards around the room which will knock you up or back.

Recommended Talents: Other than the obvious, I would recommend going Speed of Light so you can track where the healable globules land and quickly get in range of a group of them.  Also, you should definitely choose Holy Prism for this fight as your whole raid will be spread out quite a lot.
Recommended Glyphs: Beacon of Light, Hand of Sacrifice seems like a decent Tank cooldown now and beats things like Avenging Wrath but otherwise not really game-changing.

Tank Damage: Low-Moderate, believe there is a tank specific attack that hits for moderate damageRaid Damage: Low-Moderate, the only time there is a danger of people dying is when not enough globs are healed or DPSed down before they rejoin to form Immerseus.  You should pop Devotion Aura during this to minimize the damage.

  • Towards the end of the fight, there are more healing globules than dps globules so hybrid DPS should help with healing and you should try to output a bit more healing to heal all of them up.
  • Spread out your raid such that half the DPS and a healer are on each side of Immerseus and the tanks are between.  That way you can more easily cover the room when the globules come out.

The Fallen Protectors
The Fallen Protectors are three Panda dudes that were messed up by the corruption of the vale 😦  These are the guys you got Golden Lotus quests from before.  The fight is Council of Elders-esque but in reality it’s much easier to manage the abilities.  First off, all three Pandas must be killed within 15 seconds of the first one dying.  If they are not, then they will heal to full.  Second off, their health is not shared.  Each Panda does a special ability at 66% health and 33% health.  This ability does not get any more difficult from the first point to the second.

Recommended Talents: Holy Prism still probably beats Light’s Hammer even though the fighting grounds is smaller.
Recommended Glyphs: None of them are too game-changing.

Tank Damage: Low-Moderate, keep an eye on the tank on He Softfoot.  His damage can get high during some desperate measures.Raid Damage: Moderate, there will be a lot of random damage around the place from adds and the Girl Panda who targets random people and casts at them.

  • It’s not the end of the word if the DoT jumps but it’s helpful if you can catch it before it does.
  • There is a mechanic that requires people to stack so the damage is distributed, similar to Static Shock on Lei Shen.  It looks like two concentric yellow circles on the ground.
  • Move inwards to the Anti-Magic Zone like thing during one of the desperate measures.

As you probably know by now, Norushen is actually the name of the friendly guy, the person you fight is actually Sha-like creature called the Amalgam of Corruption.  The fight starts with everyone a 75 corruption.  There are two glowing orbs of light around the room which people will click on which transport them to an alternative plane where they do a role-specific activity.  For healers, I believe that there are a few friendly mobs which help you kill a mob.  You must keep these friendly guys up by healing them.  It’s best for a healer/dps class such as a monk or disc priest to do this as they can DPS the add down in addition to healing.  This is also the reason I did not go in.  Occasionally he will put out a beam of light  which will rotated around the room, apparently it will randomly pick a direction that will instantly kill you if it hits you (think disintegration beam).  There will be adds called Manifestations of Corruptions that spawn by 2 methods, 1 when a player completes their golden ball phase, and 2, each 10% after the Amalgam reaches 50% health.  These adds fire things at the boss which make him do more damage, what you need to do is stand between the add and the boss while this add is alive.

Recommended Talents: Holy Prism although I don’t believe there’s anything in this fight which does damage in an AOE so you could use Light’s Hammer. (Not 100% sure on this…).  Probably get Speed of Light for those “oh crap the beams’ right behind me moments”.
Recommended Glyphs: Beacon of Light, Hand of Sacrifice for the heavy hitting Tank damage.

Tank Damage: Moderate, tank will occasionally take a heavy tank damage attack called Unleashed Anger.
Raid Damage: Moderate-High, lots of random damage going out, Icy Fear, etc.

  • The Amalgam does have a heavy tank damage attack so watch out for that.
  • GTFO out of the beam.  There’s a way to spot where it’s amount to come out but I forget how…
  • I don’t know what really to say about this fight other than there is a lot of raid damage.  You should help get in the way of the Manifestations when they come out and run away from the beam.  Other than that just focus on healing.

Sha of Pride
Another resource fight.  You behind the fight with 0 Pride.  You gain pride from taking unecessary damage from things.  The boss periodically gains pride as the fight goes on.  When he reaches 100 energy, he will perform a 350,000 nuke to the raid in addition to a secondary effect depending on what your pride is at.  If you watch for when the boss does Swelling Prise (this nuke + secondary effect) as well as your energy level, you will know exactly how to react to it.

  • If you are between 0-24, it does nothing.
  • If you are between 25-49, it creates a thing on the ground that explodes after 3 seconds. This is the thing you run away from.
  • If you are between 50-74, a projection of you will form 15 yards away.  It will explode after 6 seconds and deal a chunk of damage to the whole raid UNLESS you are standing in it.   This is the thing you run towards.
  • If you are between 75-99, you are afflicted with a pulsing damage aura 5 yards around yourself for 25 seconds.  This is the thing you move out of the raid for.
  • If you are at 100, you’re probably doing it wrong.

Periodically, the Sha will mark two players (in 10 man, 5 in 25) with a DoT which does high ticking damage.  This can be dispelled at the cost of 5 pride OR if you are buffed by the Gift of the Titans, you can do it for free.  In my experience, there was almost always 1 healer who got the Gift.  You should be able to get both off if you notice when you first get it.  There are occasionally adds that spawn.  Your raid should be stacked up for this fight so you will see immediately when they are about to spawn under you.  You will need to move away from these adds and kill them.  They will give pride to the two nearest players upon death.  There is also a spell called Reflection which may coincide closely with when the adds come.  You basically need to move away from these as well.
Last thing to mention is the prisons.  Your tank2 will most likely be tanking him between two prisons so that they can easily stand on a lock for either of those.  You need to assign 1 main prison unlocker and 1 backup player to unlock these two, preferably players with high movement speed.  This is so if your main prison unlocker gets imprisoned.  For the closer prisons you need assign 3 players.  I think it may be possible for him to lock players on the same side.  In the case that it’s not on the tank’s side, You should just have whoever’s available go get them.  If it’s on the tank side, your other prison group can unlock the other one.

Recommended Talents: First fight where Light’s Hammer is better.  Your whole raid will be stacked up.  Get Speed of Light for quick prison unlocking!Recommended Glyphs: Nothing game changing…

Tank Damage: Moderate, didn’t really notice any really heavy tank attacks.Raid Damage: Moderate-High.  During prisons and when the Sha casts Swelling Pride, there will be a lot of AOE raid damage coming out.

  • You can pretty much stand in the same spot and move for reflections or when the Manifestations of Pride come out and that’s it.  Unless you’re doing any prison breaking.
  • Watch out for if you have Gift of the Titans, you should dispell as soon as you see it’s on you.
  • Mostly just lots of raid damage.

This fight is in 2 phases, the first dealing with getting Galakras to come out of the sky and the second dealing with him.  The first phase is composed of several waves of adds, some with minibosses. (3, 4, 7, 8).  After the 8th wave, I believe there are just random waves of mobs that come until you shoot Galakras to bring the fight to the second phase.  The 4th wave and 8th wave occur on top of the towers.  There are two demolishers which spawn shortly after the third and 7th wave which everyone should help kill.  After this, the tower group of 5 people can go up to the towers.  The priority during this phase is to kill any banners (preferably bringing the banner add out of the raid) and any healing totems and interrupt chain heal.  You should help stun the Bonecrushers which periodically charge one of the NPCs to hit them very hard.  They can be gripped or stunned. Everyone needs to watch out when the mobs who shoot fire arrows on the ground come out and move out of them.  My impression was as the fight went on they did more damage.  After the tower group finishes the first tower, one of the DPS should stay up and shoot down any of the Dragons flying around.  During the second tower, one DPS should leave early and mount the first tower so they can both shoot down Galakras.  They should coordinate this with the group on the ground.  My raid found it easier to just wait for the additional set of adds which is just 2 dragons to come and call down Galakras when they were about to die.
When Galakras is on the ground, (this is what worked for us), we had two groups of ranged DPS spread out far away from the boss which was tanked near the NPC mobs.  The two groups are parallel to each other but spread out.  There is a ball of fire that rolls towards a targeted person.  The person who is targeted will know because they have a red laser beam towards them.  While you have this laser beam on you, you must move behind the group stack.  When the laser beam falls off, this is where the rolling ball of fire will go.  Do not panic if you see a ball of fire coming out while you have the beam.  It is the rolling ball of fire AFTER the one that comes out while you have the laser beam that is the one targetting you.  Note that you also should only soak a few stacks of the ball as the DoT on players who stand in its path stack so every 3 or 4 stacks, the player targeted by the laser should alternate to the other group.  In my experience, as long as 2 people stand in the ball of fire, it will do significantly less damage.  Players can off course cloak or bubble off their stacks to help soak.  You should probably have a healing rotation as well as save devotion aura for this phase.

Recommended Talents: I went with Holy Prism for the first few pulls because the raid was spread out, but for the second phase, Light’s Hammer is much better.  I would suggest going Light’s Hammer almost specifically for the second phase.  Speed of Light!  Also this is one fight I would recommend getting possibly Hand of Sacrifice for to help with the DoT damage.  Also, would recommend Fist of Justice to help with stunning the Bonecrushers.Recommended Glyphs: Beacon of Light…

Tank Damage: Low-Moderate. Not too bad although I noticed some adds hit harder than others.  The tower group needs to watch out as sometimes if the tank goes up first he will get quickly nuked down if he isn’t at full health.
Raid Damage: Moderate-High. The highest raid damage during phase 1 occurs when the demolishers come out.  Also at the beginning there is some kind of warcry + raid damage nuke that does a lot of damage but little damage after that.  During phase 2 the damage is quite significant.

  • Fire arrows, get out of them.
  • Very helpful to use your Divine Protection on, lots of magic damage going around.
  • One holy shock kills the Healing totem, you can help with these.
  • Stun Bonecrusher for the win!
  • On our pull, the melee were getting targeted so they should be extra careful since they will need to move a great distance to be behind the group.

Iron Juggernaut
Iron Juggernaut is a fairly simple first.  He alternates between two phases.  Phase 1 is where he is actively attacking the tank. He periodically shoots out these jagged stones which target the closest players and follows them around for a period.  He also spawns mines on the ground which explode for raid damage if they are not stomped.  In our raid, one tank could stomp all 3 mines without much healing.  You can also bubble then stomp if you see one. He also does a random nuke to players which is unavoidable.  The last thing is he periodically fires projectiles on random ranged marked with a huge red circle, you will need to move out of this.
The second phase is where he is not tankable anymore.  Several pools of oil on the ground will form and he will consistently do some kind of raid wide ticking damage.  Periodically he will put a beam targeting a player similar to Amber Shaper, and the player needs to kite it.  However you must avoid kiting it over a oil pool which will likely wipe the raid.  He also periodically does this knockback which will basically throw you back until you hit something.  In the huge area this can be a very large amount. You want to position yourself in front of some obstacle like a wall when this happens so you don’t get knocked super out of range.  He will then rotate through these two phases on a timer.

Recommended Talents: Speed of Light in case you get knocked back a lot.  Unbreakable Spirit for soaking some bombs. Holy Prism is definitely better for this fight.
Recommended Glyphs: Beacon of Light…

Tank Damage: Low-ModerateRaid Damage: Moderate, damage goes up a bit during the second phase.

  • Even if you get knocked back (which I did almost every single time) really far, it’s not that big of a deal as the tank isn’t taking damage during this.
  • Help stomp mines!  You can also BoP other players.
  • Other than kiting the fire laser in to an oil pool, there is very little you can do the screw up the fight.

Hope this helps!  Good luck!

5.4 Cometh: Getting Ready with some Fun in R (Part 1)

With the 5.4 patch coming in under a week.  Holy paladins everywhere are wondering what kind of changes they should make to their play, gearing and talents to make themselves more useful in Siege of Orgimmar.  There are many parts to figuring this out including understanding what kind of healing SoO encounters require, how best to synergize with trinket and healing cloak buffs, a little bit of understand of some other classes and finally, understanding the changes to the holy paladin class.  For a comprehensive list of changes in 5.4, check out this page.

A while ago, I briefly mentioned some kind of healing simulation that I was working on.  The project has not been abandoned despite no evidence of any progress over the past few months.  I thought with the new patch that I would kind of reveal some simple parts of it that is going to help me and hopefully some other paladins determine what’s the best for next tier.  The algorithm is not really a simulation at this point but more like a set of variables that I will be able to use in a simulation later.  Every single paladin healing spell has been coded in as kind of a function, taking inputs of primary and secondary stats and outputting healing from various sources.  For example, if a Divine Light was called, then it would take inputs of spell power, haste, and mastery and output healing from the direct component, mastery component, if it crit (by a random roll) and healing to beacon.  Remember also that some healing spells have a variable range of values and these functions will also account for that.  Let me give you one example though to make things more clear.

By calling a function such as Divine Light, you will give it inputs including who the DL is cast on (beacon,non-beacon target), if the previous HS cast was a critical strike (for Infusion of Light procs) and any healing buff from a cooldown or trinket that is active at the time.  I’ve learned to mess around a little bit with Blizzard’s API so I have downloaded my own character sheet as an example.  All of my primary and secondary stats have already been saved to the program and are retrievable at any time.  Also with some research, I’m easily able to calculate what additional primary or secondary ratings do in terms of percentages.  By calling this DL function given the inputs above I receive an output of several numbers.  For each spell I will receive similar values to this.

> 98445.498511      1.000000  41016.906765  49222.749255 -21600.000000      2.044146      0.000000

  • The first value is the base heal component.  This does not include whether the spell was a critical strike, or mastery or any healing buffs from CDs or trinkets that might be present.  It is in itself the bare minimum heal.  This will change with different iterations as each function rolls between the range of possible healing values. For example in DL’s case, the tooltip gives this range: A large heal that heals a friendly target for 15910 to 17725 [+ 149% of Spell power]. Good for periods of heavy damage. 36%. 82326.
  • The second value of 1 indicates that the crit roll turned out negative, or this spell is not a crit.
  • The third number of 41,015 is the amount of absorb from whatever mastery % that you have.  In my case, my mastery is a little above 40%.
  • The fourth number 49,223 is the amount of healing transferred to the beacon target.  Since my input for DL was that the spell was not cast on the Beacon target, this value is > 0, otherwise it would be zero.
  • The value of -21600 indicates the mana cost for this spell.
  • The value of 2.044 is the number of seconds it takes to cast this spell (not including latency which I may or may not include at a later time, don’t really think it’s worth over-complicating things).
  • The final value is the number of holy power generated from casting the spell.  Given that my input was the spell was not cast on the Beacon target, this number ends up being 0 as you receive no benefit from Tower of Radiance.

In addition to healing spells, I have also coded things such as cooldowns or Tier 16 set bonuses or (soon) trinkets in and can combine these with the healing spells for any adjustments that are necessary.  My ideal goal is to be able to incorporate all of these to seamlessly interact with every direct healing spell or heal over time tick to be able to simulate a World of Logs report or at least a healing overview for a certain period of time.  I’m well aware that healing can not really be simulated, but I think at least figuring out a reasonable set of values and by perhaps placing different weights on different spells for the situation you may be figure out something reasonably similar.  The main goal of this exercise right now is to figure out what kind of changes to gearing and play style are the most beneficial for SoO healing.

So, what talents are people using in SoO?
With all of the changes finally settling down, we can look more closely at the talent changes.  Our tier 45 talents got a pretty large overhaul.

  • Selfless Healer (Holy) Your successful Judgments generate a charge of Holy Power and reduce the cast time and mana cost of your next Holy Radiance, Flash of Light or Divine Light by 35% per stack and improves its effectiveness by 20% per stack when used to heal others.

Selfless Healer was useless back in 5.3.  However, with the addition of Judgement to the spell for Holy, the reduction in Holy Shock and Sanctity of Battle also applying to Holy Shock, this spell has garnered some attention.  This talent build makes a lot of use out of haste and mastery hence without spirit considerations, haste and mastery would be your best secondary stats if going this build.  The part of this build that I didn’t really like is that using it in a sense requires you to have a healing rotation.  Deviating from that healing rotation either in the sense of not using spells on CD or breaking rotation are damaging to your mana.  In addition, since the build doesn’t require much mana you will be naturally sitting at a low spirit pool (if you actually want to use this build effectively).  The typical selfless healer rotation is Judgement followed up with a Holy Radiance plus a HS either before or between the two spells followed with a holy power dump like LoD.  You will always use Judgement before HR for HR to benefit from the one stack of Selfless Healer.  While this build is interesting and new, it simply does not stand up to the buffed Eternal Flame.  As mentioned, the healing rotation is full of spells that need to be cast on GCD and you don’t get the HoT power of EF.  Despite not having illuminated healing, EF still trumps this build.

  • Sacred Shield (Holy) 16% mana cost can be active on more than one player, 3 charges maximum with 10 second recharge time.  Healing scaled down by 30%.

Blizzard attempted to reignite Sacred Shield’s popularity by changing how many players it can be used on.  However, the talent has so far been fairly underused in 25 due to the target cat and even in 10 man, the amount of overhealing that the shield does, and the fact that the absorb does not carry over if it is not used up makes it pretty suboptimal to the other talents of the tier.  In addition to this, Sacred Shield does not innately benefit from mastery or critical strike, only from haste and going a heavy haste build raises mana concerns.  Furthermore, the talent does not contribute in the least bit to the legendary cloak proc which can take up a good chunk of your healing

  • Eternal Flame additional healing (HoT portion) increased by 40%.  The HoT portion of the spell no longer provides illuminated healing.

It seems like after all the hustle and bustle, this spell has still turned out to be top tier in 25 mans at least.  In 10 mans, the situation is fairly similar with maybe Selfless Healer being a second alternative.  In terms of stat priority, I have seen mainly two different builds.  As in progression a lot of paladins will gem in to spirit much more so they will be sitting at higher mana regen. Instead of a 160 spirit/160 mastery or 80 int/160 mastery gem, they will instead socket 80 int/160 spirit.  It may be the intellect is much more important to our build now, outweighing 160 mastery.  I do still see some paladins going a heavy mastery build similar to 5.3.  Some people opt to get a certain breakpoint in EF in haste because haste now benefits holy shock as well.  I would rather socket full intellect/mastery and reforge out of spirit to haste if your spirit is in a good spot.  You can view the haste breakpoint cards here from Totemspot.  I have also seen some paladins go a full haste/spirit build and some even a full intellect.  All in all, it appears the right method of gearing for EF is currently still up in the air but boils down to either staying with a 5.3 build or going with a haste breakpoint and putting the rest in to mastery.  This is for 10 mans, 25 man may be a bit different…

I will use the program I described above in the next part of 5.4 Cometh.  For normal modes, it’s a safe bet to go almost any kind of build to get through them.  However in heroics, the situations should be different.

5.4 PTR: Ode to Guardian of the Ancient Kings (Part 8)

Recent patch notes revealed a nerf for Holy Paladin’s Guardian of the Ancient Kings spell.

The word of this spell goes exactly like the following:

Summons a Guardian of Ancient Kings to help you heal for 30 sec. The Guardian of Ancient Kings will heal the target of your next 5 single-target heals, and nearby friendly targets for 10% of the amount healed. Every time the Guardian heals, it increases your haste by 10%.

For at most 30 seconds, you will have a golden apparition like knight standing near you which will follow you if you run around.  Notice I said “at most”.  As per what the spell says, as soon as you use up your 5 single-target heals, the guardian will disappear.  Thus you can have your Guardian for a variable amount of time depending on what spells you cast.  Single-target spells commonly used by holy paladins are things such as Divine Light, Holy Shock, Holy Light, Flash of Light, Eternal Flame, Word of Glory (I don’t believe Holy Prism or Execution Sentence count as single target heals but I’m not 100% certain on this).  The range of “nearby friendly targets” represents a distance of 10 yards around your healing target.  Finally, the last sentence of the spell is just as important as the rest of it.  Your guardian, as stated, will heal the same amount on the same target as 5 of your single-target heals.  It will do this with a slight delay after your own cast.  Each time it does this, you will gain a haste buff called “Light of the Ancient Kings”.  This buff stacks and lasts for 8 seconds.  As the wording states, after you’ve used up 5 single-target heals, you will finally gain a 50% haste buff for a period of 8 seconds.

Lets take an imaginary situation with 3 players around a target within 10 yards.  I will illustrate to you two situations which essentially represent two extremes of how to use the spell.  In other words, neither of these are likely what people are doing in realistic situation but provide good examples of how differently this spell can be used.

In the first situation, there’s a lot of heavy boss damage on the Beacon tank so the paladin chooses to cast sequential single target heals HS>DL>DL>HS>EF and ends up with 50% haste for 8 seconds.  For simplicity’s sake, lets assume zero haste.  Lets take a look at how much the healing buff portion of the spell helped him.  In addition to the 2 HSs and 2 DLs and 1 EF which are all doubled, another 10% of all of the original 5 single target spells goes towards healing players around the target so essentially another 30% more healing.  In the situation of bosses like Dark Animus and Horridon (mainly for more poorly geared tanks) who hit quite hard on one target, or raid mechanics such as frostbite, where you actually end up using spells more often such as Divine Light during certain phases of the fight, this spell can be fairly decent in keeping someone up for a short period of time.  However, as Throne of Thunder and likely SoO will be primarily made up of heavy raid damage fights, the single target healing portion of this spell often goes mostly towards overhealing and the 30% additional healing to players around the target due to the small range is rarely useful in non-stacked situations.  Furthermore, since the healing from the Guardian is not affected by mastery, it just means that you’re basically pumping your single target with overheals for very poor AOE healing.  For these reasons, this talent is currently really not worth the 5 minute cooldown and would almost not be worth a 3 minute one.

Ok, but there’s still the haste component you say. It’s true and that is where this spell gets perhaps its one redeeming quality.  The haste buff that the spell applies is non-trivial.  You will of course get 8 seconds of the 50% haste buff no matter what you do.  However, you can adjust your play style in a way such that you can get the most out of the 30% and 40% haste buffs as well.  Since each stack of the buff will last a period of 8 seconds, what you can do is stop casting single-target spells after getting a stack for a few seconds and cast one just as the buff is about to expire to refresh and gain the next stack.  Also note that while the buff only lasts 30 seconds, you can still have the Light of the Ancient Kings buff after your Guardian of the Ancient Kings buff disappears.

You should plan to go into the cooldown with your HS off CD and with 2-3 HS saved up.  After your first cast of HS, you will gain the 10% haste buff.  You should then cast HR around 2 times which does not count as a single-target skill.  You will be doing this with a 10% haste boost.  Following this you will nearly be capping your HP so you will cast EF.  This will be your second single-target spell and following its cast you will get a 20% haste buff for 8 seconds.  Here you can again use HR to get 3 HP for an EF your third single-target spell and gain a 30% haste buff.  Repeat this sequence once more for a 40% haste buff.  Finally sitting at full HP and with your 40% haste buff up, use your final EF. You should of course do this before the Guardian of the Ancient Kings buff disappears. After you gain the 50% haste buff, you should spam HR and include HS now till you get as close as you can to full HP and try to use two 2/3HP EFs before the 50% haste buff drops.

So as you may imagine, the mana needed to utilize this spell to its fullest potential is quite high so realistically the previous cast sequence is quite implausible.  However, perhaps rather than using too many HRs on the first few Light of the Ancient Kings stacks, and using HS rather than EF, you can still attempt to make the most use out of the 30-50% haste buff range.  Let the 8 second duration of the spell be useful to you rather than just sequentially casting single target spells.  After a 30% haste buff and your own haste, you should have plenty of time to store up 3 HP in a period of 8 seconds as well as cast EF.  That’s not so unrealistic is it?  Many people greatly underestimate the utility of the spell in this haste aspect.  I am actually OK with this spell in its current form (partially after seeing what’s been done to it on the PTR) apart from the 5 minute cooldown on the spell.  Then again, spells like Heart of the Wild are also on 5 minute cooldowns and they don’t drastically increase your DPS above other DPS cooldowns.  (I’m speaking specifically from the point of feral druids who don’t use this 5 minute cooldown because it’s a DPS decrease other spells on the same tier.)

But then people started complaining, me included.
GotAK has gone through several iterations for the duration of this PTR period.  It started off as the following:

Guardian of the Ancient Kings (Holy version) has been redesigned. The ability is no longer limited to the next 5 single-target heals, and deals additional healing based on all healing spells cast by the Paladin for its duration. The ability also increases the Paladin’s haste by 10% while it’s active. However, the duration of the ability has been reduced to 15 seconds (down from 30 seconds).

The name is a little misleading because the additional healing is only the 10% healing that originally was stated.  What it essentially means is now every spell you cast on a target will have 10% of its healing applied to any players within 10 yards of target.  This as you can imagine caused a huge ruckus when it came to hitting multiple targets on your healing spells as each line of healing would also translate to mutliple additional lines.  This was apparently causing an input lag issue (Blizzard server side) big enough to lead to this spell needing a change.

The two last builds released the following changes to the spell:

Summons a Guardian of Ancient Kings to help you heal for 15 sec.  The Guardian of Ancient Kings will heal the targets of your heals for an additional 30% of the amount healed and grants you 10% haste for its duration. (5 -> 3 Minute Cooldown)

To be clear, this 30% healing is not a direct 30% buff to your healing.  It’s an additional healing coming from your Guardian meaning similarly to live, the additional healing is not affected by mastery.  This spell reminds me of another one of our buffs, oh yeah, it’s Avenging Wrath.  But AV actually boosts your healing and hence your mastery shields.  Avenging Wrath lasts 20 seconds not 15.  So the spell no longer has any kind of an AOE healing component.  The haste thing I was talking about earlier where you could make the most use out of Light of the Ancient Kings? Gone.

We wanted a change to this spell because it was causing too much overhealing and didn’t really benefit in a non-stack situation.  So, they fixed the over healing by reducing the additional heal component by 70% and extending it to all healing spells and the duration of the spell by 50% and didn’t touch the range part of it, the AOE component of the spell was removed due to input lag (the first redeeming factor) and the haste component of the spell (which provided a degree of complexity that I guess people don’t want to leave in the game, and the second redeeming factor) were taken out.

Here’s a list of a number of ways they could’ve changed this spell to make it better than our live version, rather than worse:

  • Increase the duration of the buff to at least 20 seconds
  • Since the guardian follows the paladin around, have there be some kind of self healing component to the spell (kind of in the sense of binding heal)
  • Instead of having the heal apply to ALL targets within 10 yards, add a target limit of 6 to reduce lag rather than removing the AOE component
  • Increase the range of the spell, reduce the target limit to 3
  • Restrict the heals to direct heals