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Some Sort Of Strategy For End Game Raids

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Some Sort Of Strategy For End Game Raids

#1
Hi everyone,

Like i promised in the MC thread i will begin with some sort of strategy guide for endgame raids like Zul Gurub and Molten Core. The reason i'm doing this is because these instances require everyone in the raid to work together as a team. The things you need to do are in itself not different from doing 'normal' instances, but failing to do the things needed will cause alot of wipes, which aren't needed.

Before i begin i have to say i don't know everyting. I'm just gonna write what i've observed during 2 succesful raids with groups that know how it has to be done and are fairly succesful in their raids. The things i'm gonna state may very well be not the best things, so please feel free to add/comment if you think otherwise.

Personal setup

The 1 thing EVERYONE should have installed is CT_RaidAssist (ctra). This is an essential addon that you NEED to have. I would even go as far as us kicking everyone out of the raid who doesn't have ctra. It provides the raid with a very clear form of communication. The raidleader can give instructions to everyone that appear on the top of your screen and that play a sound to warn you. These messages are hard to miss and that is why this mod is essential. The chat screen is easy overlooked in the heat of the fight. Also it gives the tanks the abbilty to tell everyone when to hit the mob in the same way as the raidleader.

For people that can remove spells from players (mages/priests) a mod called Decursive is also very very much wanted. You can bind it to a key and by just pressing that key it tries to remove spells from players. So no more need to select a player first, then press the button and start looking for more people to remove things from. Everything is handled by pressing the key you have bound to decursive. In some fights you don't do anything else then pressing this key, because curses need to be removed as soon as possible.

For the rest there's lots of nice addons you can use to make your live easier, but thats up to you.

Raid setup

The ideal setup for a group is different for every instance. It depends on mobs you're gonna encounter and may even be different for each boss in the same instance.

That doesn't mean you can only do it with that ideal setup. Blizz has done a great job in balancing the classes to a point that there's even discussion about who is the better tank (warrior or druid) or the best healer (priest, druid) etc. So idealy you want x priests for a raid, but having a few druids replace priest isn't gonna make the raid fail. However going into MC with 40 mages probably is gonna fail :)

Esential in a raid

There are 3 roles essential in every raid, namely raidleader (which i'll discuss later) healers and tanks. In every endgame instance you need at least 2 tanks and mostly more. These tanks are there to take the beating so need to be definsive(?) specced. The tank with the best gear should be the Main Tank (MT). That is because he will get the most and the hardest hits. If you're fighting that nasty boss the MT will be the one standing in front of him and getting most of the damage.

Next to the MT there are 1 or more Off Tanks (OT).

Also healers are very important in raids. There should be enough to keep the tanks alive and preferably some backup healers that can step in when Main Healer(MH) is out of mana and that can keep an eye on the rest of the raid and do some heals when needed. But most important task of healers in the group is to keep the tanks alive.

The raidleader

While in the fight the tanks and healers are the most important persons, during the entire raid the raidleader is by far the most important element. There should be 1 person who calls the shots. He/She (will refer to raidleader as he but she is just as good) is the one telling the rest what to do. This is a very hard job and i don't think everyone can do it (i know i can't). This person needs to be able to react fast, type fast, know lots about macro's, ctra etc. Also i think this person has to make tough calls. He is the one ultimately making the call as to who gets/can roll that nice epic in case there is discussion. He is also the one kicking someone for not doing what has to be done and thats not nice to do if it is one of your own guildies.

For reasons like this it has to be someone that everyone thrusts and respects. And that person has to keep that respect. Making to many bad calls will ultimately result in people wanting someone else calling the shots and 1 ninja epic that goes to your good friend when it shouldn't have will cause people to fight/leave.

The raidleader should also know about what we are up against. So lots of strategy guide reading is needed, because he tells the rest what to do/ where to stand etc. Offcourse things go wrong in this, espacially if you are somewhere for the first time. It's his job to learn from the mistakes and try something else next time.

That doesn't say the rest can't have input in what to do. If you think you know what to do tell it to the raidleader and it's his job to determine if it's viable or not. But in the end everyone MUST do what the raidleader says. Even if you know it's gonna go bad (and have told the Raidkeader so) if he is gonna do his way anyway you must do his calls (and wipe if you were right :)) Because having half of the raid doing something else as then the other half is a disaster.

General things

Everyone in the raid should keep the raid channel (/raid) as clean as possible. So no chatting/joking or what ever on the raidchannel. This channel is used for things that involve the raid you are in. Raidleader tells his strategy in the raid channel, assigns targets for crowd control (hi sheep :)) says who can roll on that nice epic etc. So 39 others having a nice discussion about what they are gonna do next weekend is a sure way that alot of people miss important information.

Some raids forbid even the talk of strategy in raid channel, but the 2 i was in did these sort of things in raidchannel, as it is taking place before the fight or after a wipe. Offcourse when downing a boss everyone is shouting in raidchannel and thats not a problem either as long as its over before the next fight.

Most raids create an extra channel for players to comunicate with each other for things like ?can i have water?, ?stam buff please? etc.

The thing is that everyone keeps his chatting to a minimum. If you want to have a nice discussion about the meaning of live go do it somewhere else.

No-one should ever loot when we are still fighting. This so called combat looting is very very annoying as it forces people to look at it and make a descission for need or greed while they should concentarte on the fight. In some cases people have buttons in the middle of the screen to be able to click fast on that button (some healers for instance) and having the loot window pop in front of that can be a disaster.

Offcourse here accidents will happen but you should watch this and learn not to loot as fast as you can (what you did when leveling to 60 :)). Also when there is a target immobilized (sheep/banish etc) you are still in combat, so don?t loot then. A helpful thing to do to see if you are still in combat is to place a abbility on the lowest bar that can only be used when out of combat. These ability?s (i have drink/eat on my lowest bar) willl be faded when you are in combat. So in case of a wandering sheep, that you might not see, you can check this button to see if you are in combat or not.

Also take note that if there is someone dead you should not loot. Don?t know if it?s true but there are reports of people not getting loot they won on a roll when they were dead at the time the roll was taking place.

So don?t loot until the fight is over and everybody is alive again.

The Fights

Ok now on with the most exiting part of a raid, the killing :).

The most important thing about fights is that you want to fight as few mobs at 1 time as possible. So crowd control is very important here. If you are facing 3 mobs you should try to immobilzie 2 of them and fight the third. This can be done by sheep, shackle, sap, sleep, banish or frost traps(although they don?t last very long). What to use depends on the mobs you are fighting.

The raidleader assigns targets for what to immobilize and who has to do it. In Zul Gurb for instance mages have to do alot sheeping and raidleader tells each mage what his sheeping target is. Something very usefull in this process is the assist command. You can assist everyone by selected that players portrait and then pressing the F key. The target the person has selected when you assist him will then become your target. This way raidleader can select a mob, call the name of a person who should crowd control that mob, who in his turn presses the F key and by doing so selects the mob he has to sheep/banish ect. Then raidleader moves to the next mob and repeats the process until every mob is selected by the right person. Mages can (and should if they are in range) cast ?detect magic? on the mob they are gonna sheep, so the rest can see that it is being sheeped by the debuf slot that appears under the portrait of the mob when you select it.

If everything is allright only 1 mob remains and this is the target for the Main Tank(MT). Everyone who doesn?t have crowd control duty should select the MT and then press the F key to assist the MT on his mob. In CTRA it is also possible to show all the tanks targets on screen and this is used also very much. You then get a little lifebar for the targets of each tank and you can simply click that lifebar to assist that tank.

After everything is selected the fight starts with the pull. Mostly MT shoots his target, or runs to it and starts the fight that way. All crowd controllers then use their spell to sheep/banish etc their target.

In some fights however you start with the crowd control and have the mob you want to fight running to you and have the MT intercept it. How the pull is done depends on the situation and the call what to use is given by the raidleader.

After MT has engaged the mob and the rest of the mobs is crowd controlled the rest of the raid does absolutely nothing at all. This is very important. The only people that can do something are healers, if they need to heal the MT or crowd controllers if their target breaks the immobilizing. No one should be doing ANY damage. Not 1 arrow gets fired, not 1 bolt gets cast. NOTHING. All have to wait a number of seconds before they do any damage to the mob. The MT has to build up his aggro with the mob and that is vital to success in the fight. Depending on the mob this can take a few seconds to maybe even 20 or 30 seconds. If you don?t give him time the mob will break loose from the MT and will come running after you. Alot of the rest of the raid are cloth/leather wearers and can be killed by 1 or 2 hits. So MT losing aggro is reason for alot of wipes during the raid.

The MT has special spells to increase the aggro he has on the mob, but needs rage in his ragebar for these spells, and he starts the fight with no rage. When he is getting hit by the mob his rage starts to build up, so that is way the rest has to wait, to give the tank time to generate rage. When the MT feels he has enough rage and enough aggro with the mob he will make the call that the rest can start attacking. He should make a macro for this that gives everyone a CTRA message that they can start hitting (usually called Damage Per Second - DPS). Depending the mob it might be necessary to start doing damage slowly. Especially bosses break free from the MT easy and then it is needed that the MT builds more aggro.

Aggro is generated by how much damage you do to the mob. The one that does the most damage will be attacked by the mob. However there are spells that next to their damage can have an impact on the aggro you gain. Some spells don?t do much damage but create alot of aggro, so you might get to the top of the aggro list by using these spells. If you aren?t a tank you should never use spells that generate high aggro as it will have the mob attack you. MT offcourse uses these spells alot to stay on top of the aggro list.

There are also spells that don?t do much aggro or talents that reduce the aggro you generate with your spell. You should use these spells as much as possible.

So the MT gives the call how much damage the rest can do. Usually he has 3 macros?s that tell people what to do :

1. Stop DPS (or no DPS) ? If MT calls for this you should stop doing damage immidiately

2. Slow DPS ? You can attack the mob, butdon?t use your most powerfull spells/attacks. There are several ways to do little damage. 1 is using lower rank spells which do less damage. Another is waiting a few seconds between each spell. If you have low aggro spells/talents you could use that spell

3. Full DPS ? Now you can go full out on your most powerfull spells and kill the mob as fast as possible. But you have to watch it that the MT doesn?t make a Stop DPS call. If he does you stop immidiately.

So its?s the MT?s job to tell the rest when to attack and with how much power. He can screw this up, like any of us can screw things up by calling Full DPS too soon. A MT has to learn this too. Every new boss we fight might take a different time before we can start our DPS and the MT has to figure out how long this time is. This means that chances are high we wipe the first few times because DPS call comes too soon and MT can?t hold aggro. Don?t blame the MT for this, he?s learning too. Also some mobs/bosses have special abbilities to break away from the MT so he can do nothing about it. In these cases its just part of the fight that the mob breakes loose.

However if the MT continues to loose aggro all the time he might not be the right person to be the MT and should be replaced. This sounds abit hard, but not everyone is good at everything and having good tanks is essential for success.

If for some reason the mob breaks loose from the MT another tank should pick the mob up as soon as possible. This is often called the Off Tank (OT), although offtanking can be something else too, which i shall explain later. He has to prevent the mob from running to the healers/cloth/leather wearers. The rest of the raid should stop their attacks as soon as the mob breaks loose. They have to wait until the OT has picked up the target. In some raids the MT returns to the mob and takes it back from the OT and in some other raidgroups the OT becomes the new MT and the old MT should be ready to function as new OT. What is to be used can be discussed but should be clear to everyone.

After the mob is picked up by a tank again the same things apply as with the start of the fight, because the MT has to rebuild his aggro again. So everyone has to wait for the MT to call for DPS again before they coninue their attacks.

If you were assigned a target to crowd control you should keep it immobile at all costs. If you have sheeped (using sheep as example as i am a mage) a mob you should keep it sheeped at all times. This requires you to keep an eye on your sheep at all times and recast the sheep spell as soon as it breaks out of it.

Usually there is enough DPS in the raid with hunters, rogues and warlocks and when that is the case i would strongly recommend you not attacking at all. You keep your sheep selected and recast as soon as it breaks. It is very hard to know which sheep is yours when there are 2 or more wondering about and you are in the middle of the fight. This may seem a bit boring and in fact it is but it helps the group and thats whats the most important thing. At some point during the fight your sheep is up for killing and after that you can do your damage. In other fights you can?t sheep but the mobs are banished, so its the locks turn to do nothing.

The thing is that you can take 1 mob, maybe 2 but 3 or 4 usually means a wipe. So if your sheep breaks and you do nothing about it YOU are to blame for the wipe. Offcourse accidents do happen and no-one should yell at you for making a mistake, but doing so very often might lead to you being removed from the raid, because you do more harm then good.

After the first mob is down the MT selects another target and the rest should assist him on this new target. The whole thing starts from the beginning and this repeats until all mobs are dead.

This way fights really are very easy.

In some cases you can?t immobilize all the mobs, because there are too many or they are immune the spells. I?ll give an example on how to fight then using 2 mobs but the same goes for 3,4 etc.

If there are 2 mobs, the mobs are assigned to 2 tanks. The biggest, meanest mob gets assigned to the MT (who had the best gear remember). The other mob to an OT. Both tanks pull their mob or charge to it. They both start hitting their mob and start to build aggro. The rest does nothing again (except healing if needed ofcourse).

The first mob to go down is the OT?s target, so everyone should assist him first. The OT has lesser gear so dies easier, so his mob should go first. When OT makes the call everyone attacks his mob same way as described above. When this mob is dead everyone switches to the MT?s target and should be able to start their DPS immidiately, because the MT should have enough aggro already. But do keep an eye out for slow DPS or NO DPS calls!

If there are more then 2 mobs the order in which mobs are killed is determined by the raidleader and he should call the next the next mob to take when the current is almost dead, He should name the name of the tank (OT) who?s target is next up for killing. He should let you know through a CTRA message.

The above is however a general outline on how most fights should be. In special cases or with some bosse a different startegy might be needed. In that case the raidleader has to inform us on the new strategy.

In most fights however this is how it should go. In fact it shouldn?t be necesary to explain this before every fight (1 of the reasons Seikou was going so slow through ZG imo). All that has to be done is selecting of targets to crowd control (so everyone who can do this should be ready for this) and the tanks have to select their target. Then raidleader says ?Go? and the above process starts and when everyone knows what to do you?ll be racing through the instance (for example we did 3 bosses in ZG with the vexilium group in less then 3 hours with a few wipes with 1 of the bosses too, once they figure out how to beat this boss it should take them no more then 2 hours to kill 3 bosses).

Healing

One very important aspect in any instance is the healing, but i don?t have any endgame healing experience so can?t tell you much about that.

One thing i know is that keeping the tanks alive is vital (duh) and that everyone else should keep the healers alive (duh again)

It would be nice if a healer could add to this.

Ok i can?t think of anything else for the moment so thats it then.

If you feel i?m wrong or would like to add something please do so. I know i don?t know everything and certainly don?t know everything about every class so please shoot at this !

Some Sort Of Strategy For End Game Raids

#2
Just a quick note

Gear on a tank is secondary to ability. Seen tanks that are better then what they do outshine a few suppodly tanks with some purples, gear which takes days to grind and they MT/OT for a big raid guild.

For ZG i can actually get to "fair" nature resist with nature+resist gear hunter+druid buff. Hope to increase this by gettin 15 nature resist to cloak.

Proc spec is limited in higher end instances, alot of the abilites such as extended shield silence stun and revenge stun dont work, the mobs are immune.

However a 31 talent tank with have shield slam, which generates a shitload of aggro when used and has a 50% chance to dispel one magic effect on the enemy. Not only this but I've actually managed to crit for 800 with it.

In short if you have 15/20 points in def tree you can tank pretty much the same as a 31+ talent tank.

However mortal strike is needed alot in instances as well, especialyl on bosses that have a healing ability. Mortal strike, as well as doing heavy damage with a slow 2h, decreases effectivness of all healing affects by 50% for a time. This is a 31 arms talent.

Some Sort Of Strategy For End Game Raids

#3
Very nice guide. You might want to add Hibernate to the list of CC spells; it is useable against Dragonkin and Beasts, but in my experience it gets resisted or breaks early on Dragonkin. Its is however very effective against beasts (handy in ZG).

Also, ZG is an outdoor zone. That means Entangling Roots (& Nature's Grasp) also works as backup CC. It breaks easily but is useful to stop a mob hitting on a healer.

I'm not an experienced raid healer by any means, but I will say this much: If the only things being hit are the tanks, the fight will go much smoother. Nothing drains my mana bar faster than having to throw heals on all and sundry because they haven't backed off on their aggro. If you've just done a big crit as a DPSer, take a moment to savour it rather than trying to follow up with another one!

Seikou never had an organised healing strategy with healing rotation. For MC I think that is going to be a must. A stock of big fat mana potions is also a must ;)

You mentioned Druids tanking. Generally speaking, a good prot spec Warrior is going to be prefered as they have a greater range of abilities (basic damage reduction and aggro generation is about the same, DPS is significantly higher for a bear); however there are a few specialist cases where having a bear tank can be an advantage. For example bears are immune to polymorph (corrollary is we can't use a fear-cancel trinket without shifting). Also a bear can charge mid air when knocked back by a mob. Whilst bears cannot use a healing potion, they do have a rage->health conversion ability on a similar length timer. A good thread on bear tanking (worth a read for Warriors too) may be found here.

/bux

Some Sort Of Strategy For End Game Raids

#4
Hey :),

Thanks Wigdar for the great objective write up there.I never find the time to really sit down and write down my observations luckily some ppl do take the time this benefits all...

It gives a clear insight into what usualy lacks in a half hazzard raid group....INFO.

If you dont no what you are supposed to do,or what not to do mistakes happen .And in a raid instance one mistake could lead to a wipe.Here the numbers count both ways , more ppl to do the job,but also more ppl to make mistakes .

ou mentioned that if you are realy doin what you are supposed to do it could seem a bit boring but that goes for all classes,its the excitment of doin ,accomplishing a goal together what should stimulate us.Until 60 you can depend on your skills to keep yourself alive,after 60 and especialy in raid groups there is at least 30 people depending on your skills.So there is little room for ego's ,its a group effort after all.

The Tanking was realy spot on ,could not find anything wrong with it,taking Turth's opinion into account that yes there is always the chance you get a noob behind all the great gear.:P

And even a MT job can be boring... ,try holding a mob you cant kill alone for 10 minutes.....its just repeating a quick three buttons ;).

I agree that we could use some more info on healing here,besides the druid healing (thnx Buxton).Healing rotation or group setup,within the raid the party's could be set up to reflect its purpose.You could have a MT group,OT group,DPS group,Mages (sheep,decurse etc.).This makes sure the inparty communication is fast and does not mingle with other channels.The groups know exactly what they are supposed to do and can also positioned as such.Because at some occasions positioning is as important or even more important then the fight.And here is where a priest (and shaman dont forget them) input is valuable.How much does he or her need in a group to heal a MT,or OT how fast can they rotate,or replenish mana...these things I would not know.

On the subject of shamans...i once had a raptor boss fight in ZG where Pipp (shaman) held me up as the OT against the raptor for about 10 minutes!? before he went totaly oom :).The group had its target set on MT so we were left by the side to hold off the raptor...lol wich ended abruptly after the 10 mins tanking ,lol and so did the entire attack.

So please keep adding to this post (healers)as it is Info we need,before practice can realy kick off ;).

Koren

Some Sort Of Strategy For End Game Raids

#5
Heya!

Just a few quick notes:

Healing: Noone except the tanks can expect healing in end-game instances. Some ppl in our guild know that I like to Life Tap very often. In long boss fights (15 mins+) i just burn through all my mana (around 5.5k currently buffed) and then Life Tap till i'm full again and bandaging up. I usually never get healed during this process, sometimes I receive a HoT (healing over time) on bosses we killed quite often already (Magmadar :), but thats it. If a fight is lasting that long healers dont have enough mana to heal anyone besides tanks.

Which brings me to my second point: Innervate. It's crucial to have at least one druid with that ability in raid, mostly for the main healer.

Most important thing in MC, ZG and AQ (i suppose) are the DPS calls. I can't stress this enough. Don't attack unless the tank tells you to! As long as there's not a DPS call you just stand there and watch! Not even a /spit! And when the tank tells you to 'begin attacking slowly' don't hit the mob with all you've got. Stop for at least 5 secs after you've done a crit, and even leave a pause between non-crits. Only when the mob is around 20% you can attack with full force. One more time: this is the most important thing!

The combatlooting shouldn't be a problem BTW, since you have Master Looter on to prevent Ninjas.

Your guide is quite good so far, only one thing I don't agree with. The Off-Tank is not the one to get mobs back when MT has lost aggro. Firstly: the MT must not lose aggro, if he does that it's usually a wipe anyway. Secondly: when there's 2 mobs at one time (they are linked), like the 2 giants in the very beginning of MC, one gets tanked by the MT (this one should be marked by a hunter) and gets attacked (after the DPS call ofc), and the other one is getting off-tanked by the Off-Tank. So off-tanking is a sort of CC (all mobs in MC are completely immune to CC, except for last boss before Raggie, his adds can get sheeped and some other mobs can be banished by Warlocks)

One last thing: I would kick ppl without CTRA as well...

Greetz,

Death

Some Sort Of Strategy For End Game Raids

#6
good info there wig - and yeah, agree, the 2 raids i've been on with vex have been excellent for th reasons u give :D

my old experience of being a healer - (priest) - there's a LOT of nice gear out there with good stats and MANA REGEN - piling on tons of spirit didnt seem to do much for regen, and can lose u some mana pool/eat up ur stamina etc - I had a few mana regen items and before a boss fight would munch some nightfin soup (cooking recipe- also sagefish now) - I had a quick peek recently and I think my mana regen just from items alone was around 40 per 5 secs (just saw an old mc-screenie clocking 81 mana regen per 5 secs) which made me a decent duracell bunny of a healer for MT group, there's also things like mana regen enchants for bracer now - I had devout robe on priest - for example - but never really used it - mindsurge robe frm DM trib run was much more useful-those boss fights can be comparitively loooong

I seriously do not understand why no-one but MT's get healed in endgame????? was never the case in my experience - total lack of healers or something?

there are also a lot of things that will help in places like ZG/MC - and which rely on a dedicated community - so alchemists would spend hours grinding to make fire resist pots, protection pots, agility pots, stoneshield pots etc - (and at a later stage flasks :o) everyone had some kind of buff food ready, pots stored n ready, repair bots etc and ppl helped with the gathering/farming/attaining useful recipes etc

Some Sort Of Strategy For End Game Raids

#7
As of patch 1.9, Enchanters can now make oils to buff weapons with mana regen. I can also enchant bracers with MP5 (though not yet with +heal, which IMO is much better).

Spirit is important if you are MH and going to be receiving Innervate. For "off healers", MP5 gear is probably better. In a long fight, it is worthwhile switching between a +heal/+int and a +spi/mp5 weapon set to decrease downtime.

/bux

Some Sort Of Strategy For End Game Raids

#8
Hi,

All of you that don't have any experience in end game raids like ZG and MC should try to get in a group that does the instance on a regular basis. If you get a whisper from someone if you want to join for MC as a substitute you should always go (at least 1 time). You won't get any loot at all (in ZG you might get some), but the experience with an experienced group is the best learning way there is. You just run along with the rest and look what they are doing. If 35 out of 40 people know what they are doing and you just do as they do there is no problem at all. You'll be quite anonymous in such groups and won't get any of the nice/important jobs, but trust me you want it that way cause you are busy enough figuring out what to do :). Just make sure you don't overdo anything, like critting 3 times in a row. Take it slow. You firing 3 less arrows/bolts/whatever won't make their raid fail so take it slow. Also make sure you read stuff being said in the raidchannel and always follow orders given with CT_RaidAssist.

I know this has learned me alot and wished i (and more) had done it before the Seikou raids because that would have made these runs alot smoother.

Some Sort Of Strategy For End Game Raids

#9
copied and pasted an old post frm old guild - dont know if they have yet improved th utility of spirit for priests - and ppl play how they like ofc - there are fans of +healing gear +spirit gear - I loved mana regen gear- so this is just something to bear in mind/consider:-

"Intellect, spirit and mana restore all serve the same purpose: bigger mana pool.

Intellect gives you loads more right here and now, but zero extra regen. The shorter the fight, the better intellect is.

Spirit is annoying, because even though it potentially gives you loads of regen, casting disables it (or most of it, if you have meditation).

Finally mana restore gives you regen you can count on, that works at full speed even if you're casting loads.

1 int (with mental str 5/5):

1 minute fight: 16.5 mana

5 minute fight: 16.5 mana

10 minute fight: 16.5 mana

1 spi (with meditation 5/5, assuming 50% full regen time)

1 minute fight: 4.3 mana

5 minute fight: 21.6 mana

10 minute fight: 43 mana

1 restore

1 minute fight: 12 mana

5 minute fight: 60 mana

10 minute fight: 120 mana

Various fight lengths according to MUSE stats from my screenshots:

Kazzak, ~3 minutes

Hakkar, ~10 minutes

Gehenas, ~2.5 minutes

Sulfuron, ~3 minutes

Golemagg, ~4 minutes

Majordomo, ~5 minutes

Ragnaros, ~7 minutes

Broodlord, ~5 minutes

So for each item I'd try to weigh it up and figure out how much mana you think it'll give you for your average boss fight.

I usually go by "how much mana will this item give for a 5 minute fight with 50% full regen time", then consider secondary stats as well. Mana restore tends to win out in each slot.

Personally I'm not much of a fan of +healing in raids. It's definitely awesome for 5-man (both for healing faster and saving mana). But with multiple healers in big raids? the bigger your heals are, the more you're going to overheal.

In my current gear, my stats are roughly:

6100 unbuffed mana (yep, quite low)

300 unbuffed spirit (ok)

99 mana restored every 5 seconds (w00tage)

And ehrm I guess there's a bit of +healing on a few of my items, but definitely not much.

I'll be the first to admit it's very onesided and I'd probably be better off for going for some more all-round stats, but I *do* like to specialize :P

Edit: fixed stats for spi. "

original post by Nikodemus

Some Sort Of Strategy For End Game Raids

#10
Good info there, Tiz. Note that the effect of Spi is markedly better for Priests than it is for Druids/Shaman (different fomulae).
Personally I'm not much of a fan of +healing in raids. It's definitely awesome for 5-man (both for healing faster and saving mana). But with multiple healers in big raids? the bigger your heals are, the more you're going to overheal.
I try to avoid using max rank heals. Lower rank heal with +heal cost less mana, so same goal is achieved. Also, I use Rejuvenation (instacast HoT, similar to Renew) a *lot*, +heal can boost its effectiveness considerably.

All down to how you play your class. Since I'm a full bear feral spec, +heal gear helps offset my lack of Resto talents.

/bux

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