I've been a druid since vanilla. Been with it through the highs and lows. However, this time, it may finally be time to say good-bye? I say this without trying out mistweaver yet, but it'd be nice to hear some pro-restore druid comments to hold me as druid.
I never felt gimped as a restore druid before. Back in vanilla, restore druids were the healers that got to nature's swift tanks and cast healing touch (the biggest single target heal back then) along with rejuvs, we weren't buffer than priests or as mana efficient as paladins, but we were still necessary in the raid since we had combat rez! Oh, the days when restore druids can't rez, only had 1 combat rez and had to group with shadow priests or tanking paladins or hope to god not more than 1 person dies in your group per 30minutes, but I digress into nostalgia lane. In BC, druids became more HoT healers, which is again fine and dandy. I quit completely during wotlk, but back in Cata to find druids more raid healers than ever and loved it, to be honest. Restore druids are not a very vocal group of people, we're sorta happy being in our own little niche raid healing corner. Other healers compare with each other, so you have disc priests going paladins are buff, shamans are gimp, etc because they're pretty much tank healer w/ some raid healing. But druids happily sit on our high raid hps by ourselves watching the days go by. MoP changed druids a bit. No more bear cats for one. However, Blizzard didn't really touch the resto druids. Our raid role and healing rotations, etc remained the same. It would be fine, but suddenly, they introduce the mistweaver monks? Not only do mistweavers take leather int gear, which I'm fine with, but they are also raid HoTers (o yeah, and they have Mark of the Wild equivalent buff). And on top of that, they're much better tank healers than restore druids from what I hear.
So all things being equal, where is the value of the restore druid? We have symbosis...? fat lot of good that does when in the 10m comp, I usually only use it on shadow priest for extra tranq (but I get stupid leap of faith) or a mage for ice block, but mage gets useless healing touch? Tranq, monks have a version. Ironbark? that almost completely worthless spell? Combat rez... well that's was our monopoly until the end of cata when warlocks, DKs can perform that same feat.
I'd like to see some arguments against switching to monk, maybe I'm just seeing the greener grass on the other side (despite the wow logs showing every fight heals being topped by mistweavers)? I mean I have tried to defend my restore druid for weeks now, but it's getting harder and harder to justify (other than I don't want to lvl to 90...) O yeah, and mistweavers are getting buffed more during 5.1, whereas restore druids are unchanged... Is it because we don't make enough noise that blizzard is ignoring us until we dwindle to nothing?
O yeah, please don't say my skills as a restore druid is bad and hence feel gimped because what I want to compare is same player playing 2 classes, so top notch restore druid vs top notch monk or bad resto vs bad monk, etc. I only want ability/objective parsing comparisons.
Apparently, life as in fake World of Warcraft life and minimal real life. Kinda sad...
Monday, October 29, 2012
Resto druid 10m Heroic Elegon Strategy
Four Kings is now down, so strat's in a later post. On to Elegon.
First off, difference from normal mode (for healers, the tanking difference not my responsibility):
Now all people inside the circle getting debuffed are no longer in line of sight of people outside the circle and vice versa. This will change the mechanics of the fight a bit. I will elaborate in the phase 1 portion.
Closed circuit now hits 3 people instead of 2.
This is a 2 healer fight! Disc priest for 2.5 heal is unnecessary.
Phase 1:
Closed Circuit on 3 people isn't really deadly or anything, just need to dispel the third person off before the next set of closed circuit pops.
The tank tanking the extra add, needs to have full HoTs (lifebloom, rejuv, regrowth even) before he heads outside the circle with the add. If he's really low outside (i.e. <30%) and lifebloom's not blooming any time soon or already bloomed, run out w/ a nature's swift before total annilihation starts and run back into the circle.
Go ahead and plant mushrooms outside or inside, since it doesn't take line of sight into account, it's great for healing the tank outside if he's low and you don't want to run out.
Total annilihation, which happens outside the circle, will never hit the raid inside now. So no healing cooldown needed here (esp if your tank is good and never let it tick inside the circle pre-total, though 1 or 2 ticks is usually healable, more than that is pretty wipe). One person does need to go outside and soak the total annilihation or the raid auto dies. The soaker can be a shadow priest or mage or rogue. After the soaker soaks, 1 healer (preferrably one with good instant heals, i.e. not druid) will go out and heal them back up to 80% hp so they can unroot and move back into the circle. Even though, with healthstones, only our rogue needed some healing afterwards, the spriest and mage are pretty dandy most of the time.
Phase 2:
Same as normal, except your dpses might be running in and out of circle, so you have to do the same to heal them up. Have your ranged dps stack with you, plant mushrooms, add a few rejuvs and nourishes, recover mana during this phase.
Phase 3:
Same as normal, damage the pillars with Heart of the Wild up or just rest your mana when HotW is down. I noticed our tank's pillar does die slower, so even w/o HotW, moonfire/wrath away, unless your mana is low.
Phase 3 to 1 transition:
Now it gets crazy for the healers. First off, adds now hit like a truck. Instead of tank tanking them, CC/slow is the way to go. We don't do mass entanglement anymore unless all the adds are already gathered by the tank, but then the roots just break right away due to AoE damage. Ursol's vortex might be okay.
Tree form right before the final pillar falls, use tree form to lifebloom everyone, etc, while running to middle. Once everyone is in middle (but before platform's back up), have a healer that doesn't need to stand still burn a cooldown (i.e. shaman spirit link or healing tide totem), granted I find spirit link by itself works really well with tree form. After the platform's back up, everyone run towards the boss (but don't let elegon breathe the raid, so that's sorta tank's job) AoEing down the adds, during this time, Tranquility if necessary.
After the adds are down, move back into positioning of phase 1 and repeat.
Final 25% time healing cooldowns well (1 after another in a row isn't a good idea, preferrably, be able to wait a bit between each) and if your dps check is met, elegon will drop.
Once again I'll mention we are Recruiting....
First off, difference from normal mode (for healers, the tanking difference not my responsibility):
Now all people inside the circle getting debuffed are no longer in line of sight of people outside the circle and vice versa. This will change the mechanics of the fight a bit. I will elaborate in the phase 1 portion.
Closed circuit now hits 3 people instead of 2.
This is a 2 healer fight! Disc priest for 2.5 heal is unnecessary.
Phase 1:
Closed Circuit on 3 people isn't really deadly or anything, just need to dispel the third person off before the next set of closed circuit pops.
The tank tanking the extra add, needs to have full HoTs (lifebloom, rejuv, regrowth even) before he heads outside the circle with the add. If he's really low outside (i.e. <30%) and lifebloom's not blooming any time soon or already bloomed, run out w/ a nature's swift before total annilihation starts and run back into the circle.
Go ahead and plant mushrooms outside or inside, since it doesn't take line of sight into account, it's great for healing the tank outside if he's low and you don't want to run out.
Total annilihation, which happens outside the circle, will never hit the raid inside now. So no healing cooldown needed here (esp if your tank is good and never let it tick inside the circle pre-total, though 1 or 2 ticks is usually healable, more than that is pretty wipe). One person does need to go outside and soak the total annilihation or the raid auto dies. The soaker can be a shadow priest or mage or rogue. After the soaker soaks, 1 healer (preferrably one with good instant heals, i.e. not druid) will go out and heal them back up to 80% hp so they can unroot and move back into the circle. Even though, with healthstones, only our rogue needed some healing afterwards, the spriest and mage are pretty dandy most of the time.
Phase 2:
Same as normal, except your dpses might be running in and out of circle, so you have to do the same to heal them up. Have your ranged dps stack with you, plant mushrooms, add a few rejuvs and nourishes, recover mana during this phase.
Phase 3:
Same as normal, damage the pillars with Heart of the Wild up or just rest your mana when HotW is down. I noticed our tank's pillar does die slower, so even w/o HotW, moonfire/wrath away, unless your mana is low.
Phase 3 to 1 transition:
Now it gets crazy for the healers. First off, adds now hit like a truck. Instead of tank tanking them, CC/slow is the way to go. We don't do mass entanglement anymore unless all the adds are already gathered by the tank, but then the roots just break right away due to AoE damage. Ursol's vortex might be okay.
Tree form right before the final pillar falls, use tree form to lifebloom everyone, etc, while running to middle. Once everyone is in middle (but before platform's back up), have a healer that doesn't need to stand still burn a cooldown (i.e. shaman spirit link or healing tide totem), granted I find spirit link by itself works really well with tree form. After the platform's back up, everyone run towards the boss (but don't let elegon breathe the raid, so that's sorta tank's job) AoEing down the adds, during this time, Tranquility if necessary.
After the adds are down, move back into positioning of phase 1 and repeat.
Final 25% time healing cooldowns well (1 after another in a row isn't a good idea, preferrably, be able to wait a bit between each) and if your dps check is met, elegon will drop.
Once again I'll mention we are Recruiting....
Monday, October 22, 2012
Resto Druid 10m Heroic Spiritbinder Garajal Strategy
Resto druids are just really weak for this fight. Our first kills I sat for paladin instead. First, let's not even get into the spiritual innervation (paladin beacon OP...). Let's just talk about cooldowns: Paladins get 2 BoPs + devo. Shamans have spirit link, healing tide. Disc priests can at least dps their heart out+barrier. I feel like druids are being left in the dust. All druids get is Ironbark?!?!? 20% damage reduction during voodoos are just sad compared to what the other healers get. Okay, we have tranq too, but.... that's no reason to sit say a shaman instead. Anyway, enough complaining.
2 healers only.
The fight is exactly the same as normal, except people who've been down to the spirit realm can't go again for 30 seconds. And spiritual innervation becomes a bigger issue.
I'd like to play with how the stacks work more, but to get 21 stacks of spiritual innervation my usual rotation is Rejuv, Wild growth, regrowth crit spam x 4 times. Swiftmending in the middle too. However, I usually find myself a bit short on time to do that on myself too, so.... I usually end up leaving w/ like 10 stacks only, but it's better dps gets the buff. On the other hand, I find using Force of Nature for this to be nice and simple. Since the trees spam healing touch for you and usable on cooldown whenever you go down, that's free healing stacks that you don't have to think about. Though the throughput might not be as good as tree form, but tree form's cooldown is not feasible for going into spirit realm.
This fight, spirit isn't critical, so reforge/regem away into int, haste 6652, mastery, crit.
Spiritual innervation stacks didn't end up mattering that much for the group after we got a warlock, basically downstairs was clean as a whistle. What became more important was actually the usage of healing damage reduction cooldowns on the tanks reducing voodoo damage. Like I said, this still makes druids gimp and sad. Paladins BoPing tanks work really well, it reduces tank's dps, but if the other dpses can reach the check, not a big deal. None of the healers had mana issues and hps total wasn't much higher than the other heroic bosses. So rest of the fight would be a dps check.
2 healers only.
The fight is exactly the same as normal, except people who've been down to the spirit realm can't go again for 30 seconds. And spiritual innervation becomes a bigger issue.
I'd like to play with how the stacks work more, but to get 21 stacks of spiritual innervation my usual rotation is Rejuv, Wild growth, regrowth crit spam x 4 times. Swiftmending in the middle too. However, I usually find myself a bit short on time to do that on myself too, so.... I usually end up leaving w/ like 10 stacks only, but it's better dps gets the buff. On the other hand, I find using Force of Nature for this to be nice and simple. Since the trees spam healing touch for you and usable on cooldown whenever you go down, that's free healing stacks that you don't have to think about. Though the throughput might not be as good as tree form, but tree form's cooldown is not feasible for going into spirit realm.
This fight, spirit isn't critical, so reforge/regem away into int, haste 6652, mastery, crit.
Spiritual innervation stacks didn't end up mattering that much for the group after we got a warlock, basically downstairs was clean as a whistle. What became more important was actually the usage of healing damage reduction cooldowns on the tanks reducing voodoo damage. Like I said, this still makes druids gimp and sad. Paladins BoPing tanks work really well, it reduces tank's dps, but if the other dpses can reach the check, not a big deal. None of the healers had mana issues and hps total wasn't much higher than the other heroic bosses. So rest of the fight would be a dps check.
Resto Druid 10m Heroic Feng Strategy
First of all, this fight is trivial compared to stone guardians and spiritbinder. Once again, not really a healer heavy fight. It's more of a dps check and tank not stupid fight.
Order we did the phases: Arcane Resonance phase, Shield phase, Epicenter phase, Draw Flame phase.
Glyphs: Lifebloom, Rejuvenation, Wild Growth
Spirit: I cleared this fight w/ 7.2k spirit. Didn't really go oom, but pretty close, as in can pretty much can only cast lifeblooms and nourish when we got the kill. So if you want to go higher or lower is up to you.
Talents: Oh.... Ursol's Vortex is a must this fight! I did this fight with Tree. I sorta just popped tree form whenever I felt like it, preferrably early as possible so can pop it more often. HotW was nice in the beginning, was pumping out 50k dps in the first 40 seconds of the fight.
Symbosis: Um, tank I guess? Doesn't really matter.
Healing strat: 3 healers. Druids aren't that bad for this fight.
So healing the 4 phase strategies:
Plant mushrooms in the center before pull.
Arcane Resonance: So we didn't hero this phase, since our dps could force the phase shift after 3 arcane velocities. The gist of it goes like this: see someone get hit w/ arcane resonance, everyone except the arcane resonanced person, stack on tank in mid. Explode mushrooms and heal the person outside, while the inside is damage nullified and spread before next arcane resonance hits. 2nd arcane velocity, no one needs to move (so have dpses derp like crazy), have your healers pop cooldowns, so Tranquility + devo aura is enough. Plant mushrooms in center again. Repeat w/ stacking for 3rd arcane velocity. Phase change!
Shield Phase: This phase is interchangable w/ epicenter phase imo, but our tank preferred this phase more because he didn't have a shield up for the 1st epicenter and our 2nd tank needed time before copying lightning fist. Um, so this phase, everyone must be stacked, and as soon as shield drops on the floor, raid moves away from it, even a little bit is enough. Place Ursol's Vortex down on the stack (I can preemptively guess where the stack is moving so can put it down while you run, but it's not that big of a deal). Dps should AoE these down while tank's shield is not up. Next one, stack doesn't move, derp like crazy, tank uses nullification shield. Repeat until phase change. This phase should be a mana rest period, save mana... use rejuvs and nourishes only.
Epicenter Phase: This phase mushroom the area where your raid is stacked (i.e. on tank). Stack on tank a few seconds before epicenter, and tank should nullify the damage, explode the mushroom for slow stackers. Then, if your copy tank isn't stupid, he'd stun the next epicenter. Repeat. This phase should be easy and mana regenning phase too.
Draw Flame Phase: Hero and burn! Well, this phase should only last 2 draw flames. Not much to watch out for, just everyone stack near tank still, run out to the sides (never behind) if you have the debuff. For the un-nullified draw flame, burn all healer cooldowns, Tranquility, devo, etc. And the boss should drop like a fly.
Cooldown: Tranquility is popped during 2nd arcane velocity in phase 1 and un-nullified draw flame phase. Innervate on cooldownish?
Order we did the phases: Arcane Resonance phase, Shield phase, Epicenter phase, Draw Flame phase.
Glyphs: Lifebloom, Rejuvenation, Wild Growth
Spirit: I cleared this fight w/ 7.2k spirit. Didn't really go oom, but pretty close, as in can pretty much can only cast lifeblooms and nourish when we got the kill. So if you want to go higher or lower is up to you.
Talents: Oh.... Ursol's Vortex is a must this fight! I did this fight with Tree. I sorta just popped tree form whenever I felt like it, preferrably early as possible so can pop it more often. HotW was nice in the beginning, was pumping out 50k dps in the first 40 seconds of the fight.
Symbosis: Um, tank I guess? Doesn't really matter.
Healing strat: 3 healers. Druids aren't that bad for this fight.
So healing the 4 phase strategies:
Plant mushrooms in the center before pull.
Arcane Resonance: So we didn't hero this phase, since our dps could force the phase shift after 3 arcane velocities. The gist of it goes like this: see someone get hit w/ arcane resonance, everyone except the arcane resonanced person, stack on tank in mid. Explode mushrooms and heal the person outside, while the inside is damage nullified and spread before next arcane resonance hits. 2nd arcane velocity, no one needs to move (so have dpses derp like crazy), have your healers pop cooldowns, so Tranquility + devo aura is enough. Plant mushrooms in center again. Repeat w/ stacking for 3rd arcane velocity. Phase change!
Shield Phase: This phase is interchangable w/ epicenter phase imo, but our tank preferred this phase more because he didn't have a shield up for the 1st epicenter and our 2nd tank needed time before copying lightning fist. Um, so this phase, everyone must be stacked, and as soon as shield drops on the floor, raid moves away from it, even a little bit is enough. Place Ursol's Vortex down on the stack (I can preemptively guess where the stack is moving so can put it down while you run, but it's not that big of a deal). Dps should AoE these down while tank's shield is not up. Next one, stack doesn't move, derp like crazy, tank uses nullification shield. Repeat until phase change. This phase should be a mana rest period, save mana... use rejuvs and nourishes only.
Epicenter Phase: This phase mushroom the area where your raid is stacked (i.e. on tank). Stack on tank a few seconds before epicenter, and tank should nullify the damage, explode the mushroom for slow stackers. Then, if your copy tank isn't stupid, he'd stun the next epicenter. Repeat. This phase should be easy and mana regenning phase too.
Draw Flame Phase: Hero and burn! Well, this phase should only last 2 draw flames. Not much to watch out for, just everyone stack near tank still, run out to the sides (never behind) if you have the debuff. For the un-nullified draw flame, burn all healer cooldowns, Tranquility, devo, etc. And the boss should drop like a fly.
Cooldown: Tranquility is popped during 2nd arcane velocity in phase 1 and un-nullified draw flame phase. Innervate on cooldownish?
Monday, October 15, 2012
Resto Druid 10m Heroic Stone Guardian Strategy
First of all, I hate this fight. We cleared it, but it felt 5 hours late, since we got under 10% 3 times before actually getting the kill. We got the kill with a pug healer healing 30k hps... so as you can tell, this fight isn't that healer dependent as long as your healers can sum up to 170k hps (maybe less if you have good pretrifications). So basically, if your group is not suiciding or killing each other, and tanks tank properly, and dps high enough to not hit berserk, it's a kill. Yea, yea, to have all those conditions align is a miracle for a lot of guilds. The worst thing about this fight is if a healer dies at all before final phase, even w/ combat rez, the fight becomes hard to recover from + if a tank dies, combat rez will not save the raid, the dogs will usually just go explosion chain and instant death everyone. So yeah, hope you only get 1 to 2 dumb dpses who die, instead of tank or bad healer.
O yeah, so 10m version has the retarded RNG depending on the guardians up and running around. We got Jasper, Cobalt, Jade.
Glyphs: Lifebloom, Rejuvenation, Wild Growth
Spirit: I cleared this fight w/ 7.2k spirit. Didn't really go oom, but pretty close, as in can pretty much can only cast lifeblooms and nourish when we got the kill. So if you want to go higher or lower is up to you.
Talents: Only ones that matter is SotF vs. Incarnation and HotW vs. NV. I did this fight with Tree, since during the transition and a little bit pre-transition, that extra bit of healing/life bloom/mana save is just so nice. HotW is not useful for this fight really, since I wasn't ever dpsing, though the extra 6% int/stam passive is always good. I would imagine that NV is just as useful, if not more, but I just preferred always having the 6% int + 1 less button to think about.
Symbosis: Hunter is my favorite, Druid gets Deterrence = cobalt mine clearing & Hunter gets sprint = faster to light up titles
Healing strat: 3 healers. Druids are meh for this fight, well only in the sense that monks have about the same raid heal + decent good tank healing, paladins are super good tank healers, shamans have good healing cooldowns (spirit link + mana tide + healing tide!!!) and disc priests with infinite spirit + damage buff is godly.
3 Phases, they're not really phases, it's more just when the dogs hits 75% hp, 50% hp, and 25%, the tiles will reset, and hence happy 80% spirit boost does away. So suddenly mana goes down faster, and dpses are scrambling to get tiles lit up again, running w/ jasper chains improperly sometimes, and not always in range or line of sight anymore. Just messy.
During the fight, no matter how much I want ranged to stack, it felt like a lost cause, since you have ranged running tiles in the beginning of each phase and afterwards they get linked and refuse to move from where they were standing. So mushrooms, you can plant if you're free or super pro casting and planting at the same time, but don't expect that much use.
Handling doggy abilities:
Clearing cobalts as druid during cobalt phase is pretty easy (since our attempt had no Amherst dog, I don't even bother shapeshifting out unless I get Jasper linked). However, clearing cobalts during non-cobalt phase is best done with deterrence, running in without deterrence during Jade pretrification with full hp and barkskin will allow you to survive w/ ~5% hp, but if you happen to get chained or if it's not during Jade, good luck surviving, basically just don't do it!
Jasper chains, break only during Jasper phase, the phases aren't completely RNG but that's your tanks' issue. Otherwise, running healing for druid is still doable, but hopefully you're lucky and get chained to other healers and not a shadowstepping rogue (omg, that's just death... tell your rogues, no shadowstep talent! switch it to anything but that). Just don't step into mines when you're running. As a side note, I think deterrence does not stop Jasper chain damage (I died once to chain damage while I cast it and I saw the cooldown go off, thought i had deterrence up, but I could be wrong and deterrence didn't actually go up when I died).
Jade AoE raid damage, this is painful, since rejuvs are not enough to cover the damage during non-Jade petrification. So to conserve mana, I'd cast nourish when everyone's rejuved, wild growth is on cooldown, but if that's not enough, a few regrowths must be used.
Cooldown: Tranquility is popped only during phase transitions. O yeah, best to wait for a new cobalt mine to spawn before channeling, otherwise, having a cobalt mine spawn under you during your channel, you have to run out if it's not cobalt phase and end channeling. For our group, I popped it 1st transition and cooldown is up for 3rd transition, but not 2nd, so if you need cooldown timing info, that's the gist. Innervate on cooldown in case that wasn't obvious.
O yeah, so 10m version has the retarded RNG depending on the guardians up and running around. We got Jasper, Cobalt, Jade.
Glyphs: Lifebloom, Rejuvenation, Wild Growth
Spirit: I cleared this fight w/ 7.2k spirit. Didn't really go oom, but pretty close, as in can pretty much can only cast lifeblooms and nourish when we got the kill. So if you want to go higher or lower is up to you.
Talents: Only ones that matter is SotF vs. Incarnation and HotW vs. NV. I did this fight with Tree, since during the transition and a little bit pre-transition, that extra bit of healing/life bloom/mana save is just so nice. HotW is not useful for this fight really, since I wasn't ever dpsing, though the extra 6% int/stam passive is always good. I would imagine that NV is just as useful, if not more, but I just preferred always having the 6% int + 1 less button to think about.
Symbosis: Hunter is my favorite, Druid gets Deterrence = cobalt mine clearing & Hunter gets sprint = faster to light up titles
Healing strat: 3 healers. Druids are meh for this fight, well only in the sense that monks have about the same raid heal + decent good tank healing, paladins are super good tank healers, shamans have good healing cooldowns (spirit link + mana tide + healing tide!!!) and disc priests with infinite spirit + damage buff is godly.
3 Phases, they're not really phases, it's more just when the dogs hits 75% hp, 50% hp, and 25%, the tiles will reset, and hence happy 80% spirit boost does away. So suddenly mana goes down faster, and dpses are scrambling to get tiles lit up again, running w/ jasper chains improperly sometimes, and not always in range or line of sight anymore. Just messy.
During the fight, no matter how much I want ranged to stack, it felt like a lost cause, since you have ranged running tiles in the beginning of each phase and afterwards they get linked and refuse to move from where they were standing. So mushrooms, you can plant if you're free or super pro casting and planting at the same time, but don't expect that much use.
Handling doggy abilities:
Clearing cobalts as druid during cobalt phase is pretty easy (since our attempt had no Amherst dog, I don't even bother shapeshifting out unless I get Jasper linked). However, clearing cobalts during non-cobalt phase is best done with deterrence, running in without deterrence during Jade pretrification with full hp and barkskin will allow you to survive w/ ~5% hp, but if you happen to get chained or if it's not during Jade, good luck surviving, basically just don't do it!
Jasper chains, break only during Jasper phase, the phases aren't completely RNG but that's your tanks' issue. Otherwise, running healing for druid is still doable, but hopefully you're lucky and get chained to other healers and not a shadowstepping rogue (omg, that's just death... tell your rogues, no shadowstep talent! switch it to anything but that). Just don't step into mines when you're running. As a side note, I think deterrence does not stop Jasper chain damage (I died once to chain damage while I cast it and I saw the cooldown go off, thought i had deterrence up, but I could be wrong and deterrence didn't actually go up when I died).
Jade AoE raid damage, this is painful, since rejuvs are not enough to cover the damage during non-Jade petrification. So to conserve mana, I'd cast nourish when everyone's rejuved, wild growth is on cooldown, but if that's not enough, a few regrowths must be used.
Cooldown: Tranquility is popped only during phase transitions. O yeah, best to wait for a new cobalt mine to spawn before channeling, otherwise, having a cobalt mine spawn under you during your channel, you have to run out if it's not cobalt phase and end channeling. For our group, I popped it 1st transition and cooldown is up for 3rd transition, but not 2nd, so if you need cooldown timing info, that's the gist. Innervate on cooldown in case that wasn't obvious.
Tuesday, October 9, 2012
Resto Druid Mogu'Shan Vaults 10m Normal strat
So last week went by and normal progression through the vaults is done. I went to sleep before doing Will of Emperor, so no strategy there yet, but really it's not the bottleneck fight, whereas Elegon is.
I'm not a super great druid healer or anything, just a mediocre learning each fight normally type. The super hardcore people will probably disagree with me, but I'm just saying what worked/didn't work for me.
Healing rotation stuff is obvious for druids, so the usual lifebloom tank, rejuv, swiftmend, wild growth. I like Nature's Swift a lot, since it's great for emergency single target heal. I'll only mention if there's something super special to do w/ rotation, otherwise it'll be general and vagu-ish.
1) Stone Guardians to start:
Glyphs: Lifebloom, Rejuvenation, optional 3rd (I used healing touch since I was trying SotF and didn't switch it out)
Talents: Only ones that matter is SotF vs. Incarnation and HotW vs. NV. I did this fight with SotF, but in retrospect my play style favors using tree form more, so next time I will probably be a tree. HotW is not useful for this fight really, since I wasn't ever dpsing, though the extra 6% int/stam passive is always good. So I ended up clearing with NV.
Symbosis: Doesn't matter really.
Healing strat: 2 to 3 healers. (We cleared with 2 heals + disc atoning) (we didn't get cobalt dog, but being a druid, rooting shouldn't be a problem for us, so I would volunteer being the one to detonate the cobalt mines) Ranged stack, but avoid puddles. I like to throw mushrooms in this area, but because people do move out, sometimes have to replant or explode a bit prematurely. Chains damage wasn't that bad, unless ranged got linked w/ melee and ranged doesn't run in, but that's not really healing problem as much as people not paying attention. Otherwise, this fight is pure tanking. Good tanking makes easier healing.
Cooldown: Just take turns use healing cooldowns whenever necessary (i.e. after explosion chain that drops everyone low). So don't really need to save it for a certain point in the fight.
The fight itself is relatively easy, but I found myself a bit mana starved. Innervate is gimper since it's a percentage of mana pool. Raid heal is more mana efficient than tank healing, so I recommend druids leave the tank healing to your healing partner.
2) Feng the Accursed:
Glyphs: Lifebloom, Rejuvenation, optional 3rd (I used healing touch since I was trying SotF and didn't switch it out)
Talents: I did SotF on this fight too, once again, I plan to use tree form in the future. NV is also my choice for this fight.
Symbosis: Shadow priest would be nice... but we didn't have one this fight, so just did DK
Healing strat: 3 healers to be safe, probably doable with 2. (We cleared with 2 heals + disc atoning) This is still a relatively tank dependent fight. Phase 1, range start sorta stacked but not in center for fear of Lightning Fist. However, during this time, plant mushrooms in the center. When Feng does his Epicenter, raid will stack in the center, during this time, explode the mushrooms, even if tank put up a purple damage nullifier. Raid will spread again, mushroom center again. Next epicenter, a healing cooldown will be used. Repeat until phase 2.
Phase 2, ick, you have the whole raid stacked in center, so mushrooming the center is fine, but I don't remember doing it much, i'm probably just being bad. Have people run out to left or right side (never behind) if they have wild fire. Here, if done properly raid barely takes damage, otherwise, pop heal cooldowns, it'll probably be a wipe but at least it might be recoverable.
Phase 3, pretty easy if your group doesn't have a stupid person who keeps running into the stack and 1-shotting everyone when they have arcane resonance. Rotate healing cooldowns that you have left during the stacking. Healers have to heal the person with arcane resonance outside the stack.
3) Spiritbinder:
Glyphs: Lifebloom, Rejuvenation, Regrowth (I really think regrowth is great for this fight)
Talents: I did HotW and SotF (doesn't really matter but I'd try tree next time). HotW I like because of the extra stat buff, plus you get to dps the boss in the beginning or you can dps the little adds in the spirit realm w/ moonfire dots.
Symbosis: Shadow priest! Extra tranq is just wonderful at the end.
Healing strat: 2 healers, 3 healers is unnecessary and makes final burn difficult. Healers take turns going into the spirit realm, as long as not Voodoo Dolled. If you're Voodoo Dolled, other healer has to go in for you. Healers need to heal everyone that went into the spirit realm w/ you to full at least once asap, hence I do regrowth glyph, faster to heal to full. O yeah, so after going down once, healers will get infinite mana for 15 seconds, so regrowth spam away :D. I recommend moonfiring a few adds, rejuving the dpses, and then just leave spirit realm around 5-10seconds left. Repeat this until the boss is pretty low. Then everyone will stop entering spirit realm, stack, and burn. Burn phase, coordinate your healing cooldowns w/ other healers and extra tranq from shadow priest :D. As long as dps isn't bad, this is an easy fight.
4) Spirit Kings
Glyphs: Lifebloom, Rejuvenation, optional: I did Regrowth because i didn't switch after spiritbinder
Talents: HotW and Tree (I finally switched, but I don't think it matters at all this fight)
Symbosis: whomever.
Healing strat: Er...2 healers. This fight is just so easy with a good tank. All I remember is following tank during P1, rejuving while running. Then spreading during P2, then just avoiding flanking orders and arrows, and boss went down. So... no advice, sorry :(
5) Elegon (The hardest fight so far! I will go into a lot of details)
Glyphs: Lifebloom, Rejuvenation, Wild Growth (ah, yes, Wild Growth, it's just more mana efficient and there's not a shortage of AoE damage so that extra 6th person tick is useful except during phase 3 for a short while.)
Talents: I see lots of people using NV, but I just can't, I keep forgetting to use it during this fight. So I stuck with HotW and helped dps orbs during phase 2. Tree.
Symbiosis: Shadow Priest!!! This fight having an extra tranq is just wonderful!
Healing strat: 2 healers. 3 healers is not doable unless your group's dps is superb and ours is not superb, it's not bad, but not epic either. Druid raid heal, other healer tank heal.
Phase 1: Ranged stack close to the edge of the circle. Mushroom the stack, but don't explode yet.
2 random players will be debuffed w/ Closed Circuit. So divide dispel duty with your other healer, we did responsible for own group, if 2 in same group, healer will always dispel themselves first, or wait to see what the group's healer dispels first and dispel the other one. Whatever works.
When add spawns, start making sure everyone is pretty topped off. While the add is doing its AoE at 25% hp, explode the mushrooms or wait for total annilihation then explode, depends on your ranged stack's hp. During each total annilihation a healing cooldown needs to be used. Since we had a shadow priest, we had him use Vamp for the 1st one. If you have a paladin, devo aura before the explosion, don't have him stupid and use it after or not at all. I saved my tranq for phase 2, but if you don't have the healing cooldown to spare, tranqing phase 1 is fine too.
The add spawned only 2-3 times during phase 1 for us, but whether or not more will spawn depends heavily on how fast dps downs the boss's hp. The time we cleared, we got a 4th add during the 2nd phase 1, and that was a bit painful since we had no more healing cooldowns to burn and just had to brute force heal the damage.
Tree of Life, use it when an add spawns before a total annilihation that you're not tranqing.
Innervate, use early and then on cooldown.
Phase 2: I was running into the middle and back out at 6stacks pretty safely, that way I can also help out healing the group on the other side. If your tranq's not down, can also tranq in the center, it didn't hit everyone, but better than nothing. However, if your other healer is skilled enough and don't need the help, stay on your side, heal your group and HotW help dps the orbs. At first I was a bit panicky and regrowthing the orb damage... only to find out, if you have rejuv and wild growth up on everyone, the damage from the orbs won't kill the group, as long as you heal them up w/ Nourishes before they kill the next set of orbs.
Phase 3: This is a rest period, very very light healing, just plant some mushrooms, wild growth maybe and don't stand in the lightning circles. 2nd time we hit phase 3, I use focus potion to make sure my mana pool is very healthy before going into the 25% phase.
25% phase: Run in to where the ranged usually stacks in phase 1 as soon as the floor comes up and pop a tranquility, whether it's yours or the shadow priests. During this time, dps will down the adds. Now, have your ranged run out of circle and back in, reset the stacking debuff at 5 stacks instead of 10 stacks. This is a little counterintuitive, since damage taken outside is huge, but only 1 tick of that is healable and resetting the stacks makes the damage inside easier to heal, so can hold off on healing cooldowns a bit longer and buy more time for dpses to burn. During this phase, planting mushrooms is a no-no for me, just didn't feel like there's the time, but feel free to experiment.
I'm not a super great druid healer or anything, just a mediocre learning each fight normally type. The super hardcore people will probably disagree with me, but I'm just saying what worked/didn't work for me.
Healing rotation stuff is obvious for druids, so the usual lifebloom tank, rejuv, swiftmend, wild growth. I like Nature's Swift a lot, since it's great for emergency single target heal. I'll only mention if there's something super special to do w/ rotation, otherwise it'll be general and vagu-ish.
1) Stone Guardians to start:
Glyphs: Lifebloom, Rejuvenation, optional 3rd (I used healing touch since I was trying SotF and didn't switch it out)
Talents: Only ones that matter is SotF vs. Incarnation and HotW vs. NV. I did this fight with SotF, but in retrospect my play style favors using tree form more, so next time I will probably be a tree. HotW is not useful for this fight really, since I wasn't ever dpsing, though the extra 6% int/stam passive is always good. So I ended up clearing with NV.
Symbosis: Doesn't matter really.
Healing strat: 2 to 3 healers. (We cleared with 2 heals + disc atoning) (we didn't get cobalt dog, but being a druid, rooting shouldn't be a problem for us, so I would volunteer being the one to detonate the cobalt mines) Ranged stack, but avoid puddles. I like to throw mushrooms in this area, but because people do move out, sometimes have to replant or explode a bit prematurely. Chains damage wasn't that bad, unless ranged got linked w/ melee and ranged doesn't run in, but that's not really healing problem as much as people not paying attention. Otherwise, this fight is pure tanking. Good tanking makes easier healing.
Cooldown: Just take turns use healing cooldowns whenever necessary (i.e. after explosion chain that drops everyone low). So don't really need to save it for a certain point in the fight.
The fight itself is relatively easy, but I found myself a bit mana starved. Innervate is gimper since it's a percentage of mana pool. Raid heal is more mana efficient than tank healing, so I recommend druids leave the tank healing to your healing partner.
2) Feng the Accursed:
Glyphs: Lifebloom, Rejuvenation, optional 3rd (I used healing touch since I was trying SotF and didn't switch it out)
Talents: I did SotF on this fight too, once again, I plan to use tree form in the future. NV is also my choice for this fight.
Symbosis: Shadow priest would be nice... but we didn't have one this fight, so just did DK
Healing strat: 3 healers to be safe, probably doable with 2. (We cleared with 2 heals + disc atoning) This is still a relatively tank dependent fight. Phase 1, range start sorta stacked but not in center for fear of Lightning Fist. However, during this time, plant mushrooms in the center. When Feng does his Epicenter, raid will stack in the center, during this time, explode the mushrooms, even if tank put up a purple damage nullifier. Raid will spread again, mushroom center again. Next epicenter, a healing cooldown will be used. Repeat until phase 2.
Phase 2, ick, you have the whole raid stacked in center, so mushrooming the center is fine, but I don't remember doing it much, i'm probably just being bad. Have people run out to left or right side (never behind) if they have wild fire. Here, if done properly raid barely takes damage, otherwise, pop heal cooldowns, it'll probably be a wipe but at least it might be recoverable.
Phase 3, pretty easy if your group doesn't have a stupid person who keeps running into the stack and 1-shotting everyone when they have arcane resonance. Rotate healing cooldowns that you have left during the stacking. Healers have to heal the person with arcane resonance outside the stack.
3) Spiritbinder:
Glyphs: Lifebloom, Rejuvenation, Regrowth (I really think regrowth is great for this fight)
Talents: I did HotW and SotF (doesn't really matter but I'd try tree next time). HotW I like because of the extra stat buff, plus you get to dps the boss in the beginning or you can dps the little adds in the spirit realm w/ moonfire dots.
Symbosis: Shadow priest! Extra tranq is just wonderful at the end.
Healing strat: 2 healers, 3 healers is unnecessary and makes final burn difficult. Healers take turns going into the spirit realm, as long as not Voodoo Dolled. If you're Voodoo Dolled, other healer has to go in for you. Healers need to heal everyone that went into the spirit realm w/ you to full at least once asap, hence I do regrowth glyph, faster to heal to full. O yeah, so after going down once, healers will get infinite mana for 15 seconds, so regrowth spam away :D. I recommend moonfiring a few adds, rejuving the dpses, and then just leave spirit realm around 5-10seconds left. Repeat this until the boss is pretty low. Then everyone will stop entering spirit realm, stack, and burn. Burn phase, coordinate your healing cooldowns w/ other healers and extra tranq from shadow priest :D. As long as dps isn't bad, this is an easy fight.
4) Spirit Kings
Glyphs: Lifebloom, Rejuvenation, optional: I did Regrowth because i didn't switch after spiritbinder
Talents: HotW and Tree (I finally switched, but I don't think it matters at all this fight)
Symbosis: whomever.
Healing strat: Er...2 healers. This fight is just so easy with a good tank. All I remember is following tank during P1, rejuving while running. Then spreading during P2, then just avoiding flanking orders and arrows, and boss went down. So... no advice, sorry :(
5) Elegon (The hardest fight so far! I will go into a lot of details)
Glyphs: Lifebloom, Rejuvenation, Wild Growth (ah, yes, Wild Growth, it's just more mana efficient and there's not a shortage of AoE damage so that extra 6th person tick is useful except during phase 3 for a short while.)
Talents: I see lots of people using NV, but I just can't, I keep forgetting to use it during this fight. So I stuck with HotW and helped dps orbs during phase 2. Tree.
Symbiosis: Shadow Priest!!! This fight having an extra tranq is just wonderful!
Healing strat: 2 healers. 3 healers is not doable unless your group's dps is superb and ours is not superb, it's not bad, but not epic either. Druid raid heal, other healer tank heal.
Phase 1: Ranged stack close to the edge of the circle. Mushroom the stack, but don't explode yet.
2 random players will be debuffed w/ Closed Circuit. So divide dispel duty with your other healer, we did responsible for own group, if 2 in same group, healer will always dispel themselves first, or wait to see what the group's healer dispels first and dispel the other one. Whatever works.
When add spawns, start making sure everyone is pretty topped off. While the add is doing its AoE at 25% hp, explode the mushrooms or wait for total annilihation then explode, depends on your ranged stack's hp. During each total annilihation a healing cooldown needs to be used. Since we had a shadow priest, we had him use Vamp for the 1st one. If you have a paladin, devo aura before the explosion, don't have him stupid and use it after or not at all. I saved my tranq for phase 2, but if you don't have the healing cooldown to spare, tranqing phase 1 is fine too.
The add spawned only 2-3 times during phase 1 for us, but whether or not more will spawn depends heavily on how fast dps downs the boss's hp. The time we cleared, we got a 4th add during the 2nd phase 1, and that was a bit painful since we had no more healing cooldowns to burn and just had to brute force heal the damage.
Tree of Life, use it when an add spawns before a total annilihation that you're not tranqing.
Innervate, use early and then on cooldown.
Phase 2: I was running into the middle and back out at 6stacks pretty safely, that way I can also help out healing the group on the other side. If your tranq's not down, can also tranq in the center, it didn't hit everyone, but better than nothing. However, if your other healer is skilled enough and don't need the help, stay on your side, heal your group and HotW help dps the orbs. At first I was a bit panicky and regrowthing the orb damage... only to find out, if you have rejuv and wild growth up on everyone, the damage from the orbs won't kill the group, as long as you heal them up w/ Nourishes before they kill the next set of orbs.
Phase 3: This is a rest period, very very light healing, just plant some mushrooms, wild growth maybe and don't stand in the lightning circles. 2nd time we hit phase 3, I use focus potion to make sure my mana pool is very healthy before going into the 25% phase.
25% phase: Run in to where the ranged usually stacks in phase 1 as soon as the floor comes up and pop a tranquility, whether it's yours or the shadow priests. During this time, dps will down the adds. Now, have your ranged run out of circle and back in, reset the stacking debuff at 5 stacks instead of 10 stacks. This is a little counterintuitive, since damage taken outside is huge, but only 1 tick of that is healable and resetting the stacks makes the damage inside easier to heal, so can hold off on healing cooldowns a bit longer and buy more time for dpses to burn. During this phase, planting mushrooms is a no-no for me, just didn't feel like there's the time, but feel free to experiment.
Thursday, October 4, 2012
Opinion on 1st Debate
I don't like to comment on politics, religion, and money. Since they're usually all opinions that people feel strongly about, and since human brain enjoys finding facts that support their view and ignores facts to the contrary, no matter what is said and supported with facts, usually there's some anti-fact waiting.
That aside, I decided I'll write my opinion on the 1st debate anyway, since no one reads this but me anyway, and I feel strongly enough that I have to vent a little.
Most experts felt Romney was the clear winner in the debate. I'll agree. Romney looked energized, spoke fluently, while Obama looked tired, talked in broken thought bursts, and all of his attacks got deflected.
However, what I really really hated was how vague Romney's responses were, but yet people felt he did a good job. So Obama said "Your tax plan will raise taxes for middle class" Romney says "No it won't because I will not raise taxes on the middle class."" When Obama said how will you pay for your tax plan, he says "I will create new jobs." Then Romney says he will repeal Obamacare, but keep the good parts, he will repeal the Wall Street regulations, but keep the good parts. /facepalm
First of all, I want to see the math, the full math, on how Romney's tax plan will not raise taxes on the middle class. I have the time and most people have the intelligence to comprehend it, after all it's just addition/subtraction/multiplication/division and at worst statistics. It's not like you're doing Nth-order differentials. Just saying "I will not raise taxes" is stupid, I can say I will not raise taxes on anyone and I will create magic money from thin air too! Just show the numbers and shut the critics up once and for all. Otherwise, spouting "I will"'s and "I will not"s are just empty rhetoric that apparently most people are actually buying???
Second of all, he says "I will create new jobs" but his plan is once again vague! I can say "I will create 100 million jobs and end world hunger and bring world peace by being self-reliant, cooperate with our allies, and force everyone to hug puppies" but where is the solid proof? You can't just spout imaginary scenarios and say it will work! Being president isn't a magic wand, your policies can get blocked by congress, declared unconstitutional by the supreme court, and who's to say there will be enough puppies for people to hug? Definitely not the president!
Third, saying you're repeal stuff but keep the good parts, without naming the good parts is once again vague, but people are buying his arguments! This is like saying in front of a table full of people, I will toss away the full course meal on your table but keep the good parts. The people who likes dessert will think, yes, he will be keeping dessert on table, people who likes salads will think, yes, he will be keeping salads on table. All the while, he didn't say salad or dessert, for all anyone knows, he only wants to keep the brussel sprouts that he loves and screw the rest of you at the table. But you'll never know and apparently he says he doesn't even know what he wants to keep on the table until he is elected. Wow... good luck arguing with him on that.
Worse part is, no matter what the argument or claim is against him, all Romney has to do is deflect by saying 'if I get into office, what you're saying won't happen and what I'm saying will,' end all debate there, after all, how can anyone disprove or prove something that hasn't happened yet? So the only way to disprove or prove his words is to elect him into office? Very well played Romney.
I will say Romney played the first debate very well and Obama lost this one in terms of energy and aura, but I'm still not buying Romney's policies.
That aside, I decided I'll write my opinion on the 1st debate anyway, since no one reads this but me anyway, and I feel strongly enough that I have to vent a little.
Most experts felt Romney was the clear winner in the debate. I'll agree. Romney looked energized, spoke fluently, while Obama looked tired, talked in broken thought bursts, and all of his attacks got deflected.
However, what I really really hated was how vague Romney's responses were, but yet people felt he did a good job. So Obama said "Your tax plan will raise taxes for middle class" Romney says "No it won't because I will not raise taxes on the middle class."" When Obama said how will you pay for your tax plan, he says "I will create new jobs." Then Romney says he will repeal Obamacare, but keep the good parts, he will repeal the Wall Street regulations, but keep the good parts. /facepalm
First of all, I want to see the math, the full math, on how Romney's tax plan will not raise taxes on the middle class. I have the time and most people have the intelligence to comprehend it, after all it's just addition/subtraction/multiplication/division and at worst statistics. It's not like you're doing Nth-order differentials. Just saying "I will not raise taxes" is stupid, I can say I will not raise taxes on anyone and I will create magic money from thin air too! Just show the numbers and shut the critics up once and for all. Otherwise, spouting "I will"'s and "I will not"s are just empty rhetoric that apparently most people are actually buying???
Second of all, he says "I will create new jobs" but his plan is once again vague! I can say "I will create 100 million jobs and end world hunger and bring world peace by being self-reliant, cooperate with our allies, and force everyone to hug puppies" but where is the solid proof? You can't just spout imaginary scenarios and say it will work! Being president isn't a magic wand, your policies can get blocked by congress, declared unconstitutional by the supreme court, and who's to say there will be enough puppies for people to hug? Definitely not the president!
Third, saying you're repeal stuff but keep the good parts, without naming the good parts is once again vague, but people are buying his arguments! This is like saying in front of a table full of people, I will toss away the full course meal on your table but keep the good parts. The people who likes dessert will think, yes, he will be keeping dessert on table, people who likes salads will think, yes, he will be keeping salads on table. All the while, he didn't say salad or dessert, for all anyone knows, he only wants to keep the brussel sprouts that he loves and screw the rest of you at the table. But you'll never know and apparently he says he doesn't even know what he wants to keep on the table until he is elected. Wow... good luck arguing with him on that.
Worse part is, no matter what the argument or claim is against him, all Romney has to do is deflect by saying 'if I get into office, what you're saying won't happen and what I'm saying will,' end all debate there, after all, how can anyone disprove or prove something that hasn't happened yet? So the only way to disprove or prove his words is to elect him into office? Very well played Romney.
I will say Romney played the first debate very well and Obama lost this one in terms of energy and aura, but I'm still not buying Romney's policies.
Mogu'shan Vault Resto Druid Loot by Boss
This page is now obsolete. I have the new one up that contains loot from all 16 bosses, not just the early 6.
Since I have to decide which bosses to charm, I'm reorganizing the loot table of epics I want via boss. Not arranged in kill order yet. So by the looks, I'll be charming Feng this week, since I highly doubt we can kill Jan-Xi. As for the other bosses with only 2 pieces of loot, um... well, we'll see.
The Stone guardians
Cloak
Belt
Feng the Accursed
Head
Ring1
Off-hand
Gara'jal the Spiritbinder
Shoulders
Ring2
The Spirit Kings
Neck
Wrists
Elegon
Feet
Will of the Emperor (Jan-Xi)
Legs
Trinket
One-Hander
Since I have to decide which bosses to charm, I'm reorganizing the loot table of epics I want via boss. Not arranged in kill order yet. So by the looks, I'll be charming Feng this week, since I highly doubt we can kill Jan-Xi. As for the other bosses with only 2 pieces of loot, um... well, we'll see.
The Stone guardians
Cloak
Belt
Feng the Accursed
Head
Ring1
Off-hand
Gara'jal the Spiritbinder
Shoulders
Ring2
The Spirit Kings
Neck
Wrists
Elegon
Feet
Will of the Emperor (Jan-Xi)
Legs
Trinket
One-Hander
Monday, October 1, 2012
Inscription Ink/Herb list
So I finally found the info for herb and ink on http://www.elsprofessions.com/inscription/milling.html#herbs_pomaces. But being the lazy person that I am, I'm copying it over here so I won't lose it and if the site is ever unavailable I can look at this. Not claiming credit or anything, so hopefully I don't get sued.
Lvl 90 Lazy Resto Druid Gear prep
First off, gear reforge stats from http://www.icy-veins.com/restoration-druid-wow-pve-healing-statistics-priority-reforging
Only important stat to focus on is haste still. 12.5% haste is 3044 haste. After that spirit and mastery.
Anyway next, BIS gear, compiled from icy veins, listing the heroic version and then the raid version and if it's a buyable BoE or Valor point gear, ilvl I'll list but not for the raid versions since they change depending on difficulty. Excluding world boss gear except when no other epic versions available. As the list goes on the formatting gets worse because I'm lazy.
Head
(H) 463 - Hood of Viridian Residue - Vizier Jin'bak in Siege of Niuzao Temple
(V) 489 - Snowdrift Helm - Revered with Shado-Pan, yeah, like i'll get that anytime soon
(R) - Hood of Cursed Dreams - Feng the Accursed in Mogu'shan Vaults
Amulet
(H) err... there's 4 granted only 2 has spirit, but if 4.3 is a guide, spirit isn't necessary
463 Mindbreaker Pendant Sha of Doubt in Temple of the Jade Serpent
463 Mindcapture Pendant Xin the Weaponmaster in Mogu'shan Palace
463 Necklace of Disorientation Sha of Violence in Shado-Pan Monastery
463 Temperature-Sensing Necklace Flameweaver Koegler in Scarlet Halls
(V) 489 - Links of the Lucid - Revered with Klaxxi (this one is pretty easy to get)
(R) there's 2, one drops from Jan-Xi but probably going dps first, one drops from 3 possible bosses in Mogu'Shan.
Shoulder
(H) 463 - Incarnadine Scarlet Spaulders - High Inquisitor Whitemane in Scarlet Monastery
(V) 489 - Whitepetal Shouldergarb - Revered with Golden Lotus
(R) - Spaulders of the Divided Mind - Gara'jal the Spiritbinder in Mogu'shan Vaults
Cape
(H) There's 3, best of which should be cloak of Hidden Flasks imo, but once again, spirit is overrated probably?
463 Cape of Entanglement Liu Flameheart in Temple of the Jade Serpent
463 Cloak of Cleansing Flame Gekkan in Mogu'shan Palace
463 Cloak of Hidden Flasks Hoptallus in Stormstout Brewery
(V) Sagewhisper's Wrap - revered with Golden Lotus
(R) 2 choices, but Cape of Three Lanterns is the way to go, since dps will need the other one.
Chest
(H) 463 Chestguard of Despair Sha of Doubt in Temple of the Jade Serpent (better mastery!)
463 Chestwrap of Arcing Flame Commander Vo'jak in Siege of Niuzao Temple
(C) 479 Wildblood Vest - Leatherworking 600
(C) 496 Nightfire Robe - Leatherworking 600
(R) NONE?? only world bosses drop them
Bracers
(H) 463 - Star Summoner Bracers Gu Cloudstrike in Shado-Pan Monastery
(V) 489 - Clever Ashyo's Armbands - revered with August Celests
(R) - Bracers of Dark Thoughts - drops from 3 bosses in Mogu'shan
Hands
(H) 463 Rattling Gloves Rattlegore in Scholomance
(H) 463 Vellum-Ripper Gloves Flameweaver Koegler in Scarlet Halls
(C) 476 Wildblood Gloves - Leatherworking 600
(V) 489 Ogo's Elder Gloves Revered with The August Celestials
Red Crane Handwraps Sha of Anger in Kun-Lai Summit, stupid world boss...
Belt
(H) 463 Hurricane Belt Kuai the Brute in Mogu'shan Palace
(V) 489 Klaxxi Lash of the Harbinger Revered with The Klaxxi
(R) 489 Stonebound Cinch Amethyst Guardian in Mogu'shan Vaults, Cobalt Guardian in Mogu'shan Vaults, Jade Guardian in Mogu'shan Vaults...
Legs
(H) 463 Darkbinder Leggings Taran Zhu in Shado-Pan Monastery
(H) 463 Leggings of Whispered Dreams Lorewalker Stonestep in Temple of the Jade Serpent
(V) 489 Wind-Reaver Greaves Revered with The Klaxxi
(R) 502 Magnetized Leggings Jan-xi in Mogu'shan Vaults
Feet
(H) 463 - Airstream Treads - Striker Ga'dok in Gate of the Setting Sun
(V) 489 - Boots of the High Adept - revered with The August Celestials
(R) Phasewalker Striders - Elegon in Mogu'shan Vaults
Ring
(H) Lots of choices, not all good, but better than nothing.
463 Alemental Seal Yan-Zhu the Uncasked in Stormstout Brewery
463 Beastbinder Ring Houndmaster Braun in Scarlet Halls
463 Ring of Malice Taran Zhu in Shado-Pan Monastery
463 Triune Signet High Inquisitor Whitemane in Scarlet Monastery
463 Viscous Ring Commander Ri'mok in Gate of the Setting Sun
(R)
489 Feng's Ring of Dreams Feng the Accursed in Mogu'shan Vaults
489 Leven's Circle of Hope reward for reaching revered with Golden Lotus
489 Seal of the Prime Shadow of the Empire (Dread Wastes)
502 Circuit of the Frail Soul Gara'jal the Spiritbinder in Mogu'shan Vaults
Trinket
(H) I personally only like 463 Price of Progress - Darkmaster Gandling in Scholomance
(WE) Thousand-year pickled Egg from Coren (Brewfest, easy if Brewfest is going)
(DMF) Crane Deck - Relic of Chi Ji
(V) 489 - Scroll of Revered Ancestors - revered with Shado-Pan
(R) Qin-xi's Polarizing Seal - Jan-xi in Mogu'shan Vaults
Main-Hand Weapon
(H)
463 Carapace Breaker Raigonn in Gate of the Setting Sun (my favorite)
463 Firescribe Dagger Xin the Weaponmaster in Mogu'shan Palace
463 Melted Hypnotic Blade Flameweaver Koegler in Scarlet Halls
(R) Tihan, Scepter of the Sleeping Emperor - Jan-xi in Mogu'shan Vaults
Off-hand
(P) 463 - Umbrella of Chi-Ji - Archaeology
(C) 476 Inscribed Red Fan - Inscription 560
(R) Fan of Fiery Winds - Feng the Accursed in Mogu'shan Vaults
Only important stat to focus on is haste still. 12.5% haste is 3044 haste. After that spirit and mastery.
Anyway next, BIS gear, compiled from icy veins, listing the heroic version and then the raid version and if it's a buyable BoE or Valor point gear, ilvl I'll list but not for the raid versions since they change depending on difficulty. Excluding world boss gear except when no other epic versions available. As the list goes on the formatting gets worse because I'm lazy.
Head
(H) 463 - Hood of Viridian Residue - Vizier Jin'bak in Siege of Niuzao Temple
(V) 489 - Snowdrift Helm - Revered with Shado-Pan, yeah, like i'll get that anytime soon
(R) - Hood of Cursed Dreams - Feng the Accursed in Mogu'shan Vaults
Amulet
(H) err... there's 4 granted only 2 has spirit, but if 4.3 is a guide, spirit isn't necessary
463 Mindbreaker Pendant Sha of Doubt in Temple of the Jade Serpent
463 Mindcapture Pendant Xin the Weaponmaster in Mogu'shan Palace
463 Necklace of Disorientation Sha of Violence in Shado-Pan Monastery
463 Temperature-Sensing Necklace Flameweaver Koegler in Scarlet Halls
(V) 489 - Links of the Lucid - Revered with Klaxxi (this one is pretty easy to get)
(R) there's 2, one drops from Jan-Xi but probably going dps first, one drops from 3 possible bosses in Mogu'Shan.
Shoulder
(H) 463 - Incarnadine Scarlet Spaulders - High Inquisitor Whitemane in Scarlet Monastery
(V) 489 - Whitepetal Shouldergarb - Revered with Golden Lotus
(R) - Spaulders of the Divided Mind - Gara'jal the Spiritbinder in Mogu'shan Vaults
Cape
(H) There's 3, best of which should be cloak of Hidden Flasks imo, but once again, spirit is overrated probably?
463 Cape of Entanglement Liu Flameheart in Temple of the Jade Serpent
463 Cloak of Cleansing Flame Gekkan in Mogu'shan Palace
463 Cloak of Hidden Flasks Hoptallus in Stormstout Brewery
(V) Sagewhisper's Wrap - revered with Golden Lotus
(R) 2 choices, but Cape of Three Lanterns is the way to go, since dps will need the other one.
Chest
(H) 463 Chestguard of Despair Sha of Doubt in Temple of the Jade Serpent (better mastery!)
463 Chestwrap of Arcing Flame Commander Vo'jak in Siege of Niuzao Temple
(C) 479 Wildblood Vest - Leatherworking 600
(C) 496 Nightfire Robe - Leatherworking 600
(R) NONE?? only world bosses drop them
Bracers
(H) 463 - Star Summoner Bracers Gu Cloudstrike in Shado-Pan Monastery
(V) 489 - Clever Ashyo's Armbands - revered with August Celests
(R) - Bracers of Dark Thoughts - drops from 3 bosses in Mogu'shan
Hands
(H) 463 Rattling Gloves Rattlegore in Scholomance
(H) 463 Vellum-Ripper Gloves Flameweaver Koegler in Scarlet Halls
(C) 476 Wildblood Gloves - Leatherworking 600
(V) 489 Ogo's Elder Gloves Revered with The August Celestials
Red Crane Handwraps Sha of Anger in Kun-Lai Summit, stupid world boss...
Belt
(H) 463 Hurricane Belt Kuai the Brute in Mogu'shan Palace
(V) 489 Klaxxi Lash of the Harbinger Revered with The Klaxxi
(R) 489 Stonebound Cinch Amethyst Guardian in Mogu'shan Vaults, Cobalt Guardian in Mogu'shan Vaults, Jade Guardian in Mogu'shan Vaults...
Legs
(H) 463 Darkbinder Leggings Taran Zhu in Shado-Pan Monastery
(H) 463 Leggings of Whispered Dreams Lorewalker Stonestep in Temple of the Jade Serpent
(V) 489 Wind-Reaver Greaves Revered with The Klaxxi
(R) 502 Magnetized Leggings Jan-xi in Mogu'shan Vaults
Feet
(H) 463 - Airstream Treads - Striker Ga'dok in Gate of the Setting Sun
(V) 489 - Boots of the High Adept - revered with The August Celestials
(R) Phasewalker Striders - Elegon in Mogu'shan Vaults
Ring
(H) Lots of choices, not all good, but better than nothing.
463 Alemental Seal Yan-Zhu the Uncasked in Stormstout Brewery
463 Beastbinder Ring Houndmaster Braun in Scarlet Halls
463 Ring of Malice Taran Zhu in Shado-Pan Monastery
463 Triune Signet High Inquisitor Whitemane in Scarlet Monastery
463 Viscous Ring Commander Ri'mok in Gate of the Setting Sun
(R)
489 Feng's Ring of Dreams Feng the Accursed in Mogu'shan Vaults
489 Leven's Circle of Hope reward for reaching revered with Golden Lotus
489 Seal of the Prime Shadow of the Empire (Dread Wastes)
502 Circuit of the Frail Soul Gara'jal the Spiritbinder in Mogu'shan Vaults
Trinket
(H) I personally only like 463 Price of Progress - Darkmaster Gandling in Scholomance
(WE) Thousand-year pickled Egg from Coren (Brewfest, easy if Brewfest is going)
(DMF) Crane Deck - Relic of Chi Ji
(V) 489 - Scroll of Revered Ancestors - revered with Shado-Pan
(R) Qin-xi's Polarizing Seal - Jan-xi in Mogu'shan Vaults
Main-Hand Weapon
(H)
463 Carapace Breaker Raigonn in Gate of the Setting Sun (my favorite)
463 Firescribe Dagger Xin the Weaponmaster in Mogu'shan Palace
463 Melted Hypnotic Blade Flameweaver Koegler in Scarlet Halls
476 | Je'lyu, Spirit of the Serpent | Sha of Doubt in Temple of the Jade Serpent (Rare drop) |
Off-hand
(P) 463 - Umbrella of Chi-Ji - Archaeology
(C) 476 Inscribed Red Fan - Inscription 560
(R) Fan of Fiery Winds - Feng the Accursed in Mogu'shan Vaults
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