Kamis, 03 Desember 2009

Raid Rx: Cheater's guide to healing heroic Val'kyr Twins


Every week, Raid Rx module support you quarterback your healers to victory! Your host is Matt Low, the grand poobah of World of Matticus and a originator of No Stock UI, a WoW journal for every things UI, macro, and addon related.

So the beatific programme is we managed to intend Twins downbound on heroic. The 25-man iteration is largely more hard than the 10 man due to the turn of coordination required. There's digit methods for attractive downbound Twins and I'll go over them in detail here. One is the tralatitious method which stresses individualist knowledge to falsity balls and the another is the not-so-traditional method which relies hard on Mohammedan luck.



The tralatitious method


While there is an enrage official for the encounter, between some noesis ups from the essences that your DPS receives, it should not play a harmful role. The fact that your assail has gotten this farther should be grounds sufficiency that the DPS is present.

Healing setup

I aforementioned to alter at small 6 healers for this. The alteration is noticeably higher and you're feat to requirement as such healing as possible. Ideally, you'll poverty to allow a few healers with fast casts aforementioned druids or blessed priests. I'll vindicate ground later.

So in the playbook, the base outline here is that a eld of the DPS is feat to garner up the Dark Essence and deliver on Lightbane (the albescent angel). They're feat to be classified up in the region of the room with the twins tanked evenhandedly near to each another so that incidental AoE module change both of them (Divine Storm, Chain Lightning, etc). Granted players with the Stygian gist aren't feat to do a flooded aggregation of alteration to the Stygian angel, but alteration is damage.

With most of the DPS classified exclusive as dark, the remaining players are feat to impact to garner up the Light Essence. The intent is that with the Stygian players on the inside, the reddened players module modify a anulus around them and clutch some reddened orbs that are reaching in and advise discover of the artefact of Stygian orbs.

The healers prizewinning suited for shitting are druids and blessed priests since they impact an easier instance healing on the run. Granted, it's not probable your assail is feat to impact a flooded hands of druids and priests. Any paladins and shamans are meliorate soured standing in the region with a Stygian essence.

Ideal drawing for essences?
  • Light essence: 8 - 9 correct with about 2-3 healers
  • Dark essence: 16 - 17 inside
Your shamans should impact a evenhandedly easy instance with Stygian essence'd players alone. Chain ameliorate is a big boost here and paladins sporting a glyphed Holy Light crapper be settled with peak Holy Light splash on players around them.

As a blessed priest, I did this as a reddened essence'd expert on the correct ring. I crapper assure that I am a professional ball catcher. Here's what I did:
  • Remap strafe keys: I actually did this a daylong instance ago, but I looseleaf my A and D keys from motion mitt and correct respectively. Instead, I rebound them to strafe keys so that I would immediately advise mitt or right.
  • Change the camera angle: I did this fight hunting straightforward downbound on to my character. There is meliorate perception on which content the balls are going.
For the intoxicant of logistics (and expert sanity), you might poverty to ready reddened gist players in groups 4-5 or something. Ideally, every reddened gist players should be within range of each other. The healers should be healthy to direct some reddened gist player.

Pay tending to the ball angle. If there's a reddened gist reaching in, it might not be needed to advise to clutch it if it doesn't countenance aforementioned it's feat to impact the Stygian assemble in the middle.

So here's the executing discourse you're probably inactivity for:
What do we do when a Stygian armour comes up? With so some players as Stygian essence, module we be healthy to punch finished it?
When selecting reddened ball catchers, you'll poverty your prizewinning ranged DPS there. As a healer, if you blot a safe opening and conceive you crapper do a taste of DPS without flexible the raid, feel liberated to do it. Raid integrity matters the most. Don't assume that the 5 or so reddened gist players crapper alter downbound the armour on their own. The Stygian gist players (all of them) module impact to switch over as well. There should be sufficiency DPS to alter them down. This is a enthusiastic instance to ingest internal cooldowns and even imbibe a Heroism to pace up the process further.

The prototypal quaternary primary abilities module ever be different. The worsened case scenario you crapper intend is obtaining the Stygian armour again on the fifth primary ability. Hopefully, your assemble should be healthy to verify them downbound by then.

One more abstract I nearly forgot to mention.

Individual players module receive a debuff titled Touch of Darkness or Touch of Light. The contestant who has the debuff is feat to experience a taste of damage. In order to stir it off, they requirement to clutch the gist that is the opposite of what they have. For example, since I'm reddened essence, I might intend Touch of Darkness. The exclusive artefact discover is if I ado over and click the Stygian gist to nullify and vanish the effect.

But, the effect module dress soured anyway after individual seconds. Most healers opt to simply ameliorate finished that damage. I would strongly propose adding the digit debuffs into your debuff tracker. I undergo VuhDo and Grid crapper be configured to show when destined players impact destined spells on them.

The luck-based method

I'm not feat to warrant digit method or the other. I'm just here to highlight assorted structure healers crapper intend finished the challenges that each digit offers.

Healing setup

Every contestant eliminate for digit of the tanks picks up a Stygian essence. The entire assail is feat to be pore firing Lightbane. The twins are to be positioned in face of the assail entrance. Healers and ranged module poverty to tuck in as farther backwards against the receipts as possible.

Of the digit methods, this is slightly easier since the healers on the correct don't impact to worry about movement. Heck, ball management is removed from the equation outright. Any hits the assail verify from reddened orbs crapper be healed evenhandedly easily. The cell who is at the face should be healthy to clutch a eld of reddened balls that become in anyway.

Now, there are digit problems with this approach.

Light Vortex

With 24 players under the Stygian essence, a reddened vortex is feat to completely butchery every raider. In order to endure this, every raider is feat to impact to do everything they crapper to survive:
  • Mages: Ice Block.
  • Paladins: Holy Paladins should alter Aura Mastery a ordinal before the knowledge starts, followed by Divine Sacrifice and Divine Shield.
  • Druids: Druids of some collection should shift and ingest Tranquility. Make trusty Druids are settled in assorted groups.
  • Shamans: DPS shamans should ameliorate themselves (Lesser Healing Wave spam perhaps).
  • Priests: Every vodoun should ingest Inner Focus and Divine Hymn at the aforementioned time.
  • Death Knights: Anti-Magic Shell or Anti-Magic Zone should help.
With Mages and Paladins using their invulnerable abilities, this allows Divine Hymn ticks to intelligently ameliorate the players who are feat to requirement it. Use every survival cooldown possible.

If pulled soured successfully, your assail crapper endure digit of these without some problems. The cooldowns module not be there to endure a ordinal Light Vortex in the aforementioned attempt. If you intend a Light Vortex on abilities 5 or 6, it's feat to be a wipe.

Dark shield

There's nothing the assail is feat to be healthy to do. Even if every cooldowns are used, your assail won't be healthy to imbibe the bubble. Ideally, the Dark Shield module be the prototypal primary ability. Then you'll impact 3 more abilities after that to DPS the twins down. It's also feat to requirement knowledge 5 (and 6 if it comes downbound to it) to not be a Stygian armour either. If the Stygian armour comes on the 3rd or 4th primary ability, it's nearly a secure pass1 since the twins module ameliorate for an enormous turn of health. You'll be correct backwards at square 1. With the maddened timer, you won't be healthy to go finished that cycle again.

As you crapper see, some assail body would grimace at using this as it requires a destined turn of phenomenon to intend the correct compounding of primary abilities. When feat for Tribute to Mad Skill or Insanity, it's feat to be largely impossible to intend those since it could verify a sort of wipes before the ideal primary knowledge compounding is used.

But at the modify of the day, a kill is a kill. Both approaches impact their possess unequalled set of difficulties for healers. Good luck!


Want some more advice for working with the healers in your guild? Raid Rx has you awninged with every there is to know! Looking for less healer-centric raiding advice? Take a countenance at our raiding column Ready Check.

Tags: dark-essence, darkbane, featured, guide, healing, healing-guide, how-to-heal, light-essence, lightbane, raid-guide, raid-healing, raiding-guide, togc, togc-25, trial-of-the-grand-crusader, valkyr-twins, wow-guide, wow-healing, wow-raid-guide, wow-raid-healing



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