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Hiatus :(

May 19, 2011

Hello all,

You’ve probably noticed a lack of posts recently. My current guild has quit progression raiding for the time being due to a couple reasons. As a result, I’ve deactivated my account until I figure out what I want to do, be it find another guild or quit (all together or maybe just for the summer). It’s pretty much up in the air at this point.

However, I still know if a comment is made so feel free to keep asking questions. I’ll reply as fast as I can! All the best to everyone who has read and enjoyed this blog. The blog isn’t done until my WoW career is but like I said, my WoW career’s future is currently unknown. Keep checking as there may be a “this is my awesome new guild” post soon!

4.1 Shield Block Thoughts

May 7, 2011

Whew! That was a long break. Ok, I’m back and writing a bunch of posts to self release over the next week. This first one is about the new Shield Block mechanic. Well, technically it’s in the Shield Mastery talent, but every Protection Warrior should be speccing into that.

Personally I’m a little peeved. I still wish they had rolled the magical damage reduction into Spell Reflect (a wish I made earlier). I do like that we now have some sort of cool down for magical damage, but more often then not we’re having to choose between 20% magical damage reduction or at least 30% physical reduction (from unhittable a Block is the lowest reduction at 30%). Now I do like having to make a choice, but a lot of the time I can’t actually double dip into both reductions so I’m just using Shield Block on cool down like I was before patch 4.1. Overall it just feels really clunky (and to just add to Shield Block’s already massive set of alterations, 4.2 set bonuses will add a Parry buff to it).

There are two times when a boss puts out a large amount of magical damage to consider. The first is during some sort of channeled cast (a breath attack, Magmatron’s AoE fire, Nezir’s ultimate, Elementium Monstrosity’s Fire Seeds, etc) from the boss you are tanking. The key is that when a boss is channeling they don’t melee attack. Now you’re choosing between using Shield Block for this exact moment solely for the magical damage reduction, or to use it just on cool down for maximum physical damage reduction. In the case of using it for the magical damage reduction on the attack, you aren’t benefiting from the physical damage reduction as you aren’t taking melee swings. Of course you’re going to have the remnants of Shield Block’s 10 second physical damage reduction up, but you don’t take advantage of the full effect. The downside here is that you often wait a few seconds or maybe 10-20 seconds without using Shield Block just so you could cover this one magical effect. Obviously with more encounter experience, you can plan a little better, but it will never be the same every time.

What it comes down to in these situations is questioning if the overall damage negated by Shield Block on the magical attack is greater than the damage mitigated when using Shield Block on cool down. Effectively you could be losing 0.5 Shield Blocks every time you wait have to hold off waiting for a magical attack. All I’m trying to say is that at some point the generally lower uptime on Shield Block when saving will be a greater loss than having no mitigation on a magical attack.

Now the second scenario is based on the first, except it applies to all 2 tank fights with magical damage. Consider now that either the boss channeling the magical AoE spell is not the one you are tanking, or there is no channel to the damage you are taking. The key here is that you are taking consistent physical damage along with the magical damage. Things that come to mind: tanking Feludius while Ignacious’ shield/AoE fire occur, tanking anything during the Nefarian encounter when an Electrocute happens, tanking the other tron when Magmatron does his AoE fire (or if you get targeted by Flamethrower), and tanking adds on Magmaw Heroic when Magmaw does a Lava Spew.

To wait on Shield Block in this scenario seems even worse of an idea than in the first (with one exception, I’ll get to that). In the prior, you at least have a short lull of incoming melee attacks due to the channel. In these situations though there is no interruption.

Overall my advice would be to ignore the magical damage reduction aspect 95% of the time. Don’t time Shield Block for the 6 second magical damage reduction. It’s not worth losing the uptime. The majority of damage taken is almost always physical and since Shield Block is still one of if not our greatest asset in this regard you want to be using it as much as possible. The amount of magical damage you will catch within those 6 second periods will still be substantial though, so don’t feel as if you’re not benefiting from it. Sure sometimes it won’t catch anything, but sometimes it will which is a pretty nice buff from before. You should still be wearing Mirror of Broken Images for magical damage intensive fights anyway.

Now, I mentioned above that there is an exception. I would try to line up the 6 second reduction for Nefarian’s Electrocute when possible. You may have to wait 10-20 seconds after Shield Block comes off cool down, but that extra reduction could prevent you from a quick gib if things line up badly. Use Shield Block in conjunction with your normal cool down rotation for these though (ie not alone).

More Posts to Come Next Week!

April 29, 2011

Just a quick post about the lack of content recently.

I have played around patch 4.1 a bit, clearing the new Heroic dungeons and doing the Zul Aman bear runs 2.0. Haven’t had a chance to raid yet and I’ll be missing a day come this weekend due to moving. With Easter the weekend prior as well, real life engagement have been taking up the majority of my time. I’ll try to have some posts about the new content this weekend, but it may be a bit (about a week) until my schedule clears up again.

Cheers and I hope everyone is enjoying the changes.

4.1 Warrior Changes

April 23, 2011

So Blizzard has pretty much finalized the Patch 4.1 changes detailed in a recent blog post. The release candidate also hit the PTR a little while back, so I’m expecting 4.1 to go live this Tuesday or the one after — hopefully.

Unlike the other patch note posts I’ve made this one is going to only focus more heavily on Warriors for two reasons. First is that I’m a Warrior (:D) and second is that the other tanks don’t really have much to talk about. Druids have one nice change in that the Savage Defense absorb will now function more like Blood Shield. Death Knights aren’t really gaining anything, but some minor tweaks related to Blood Shield that shouldn’t effect game play at all. As far as Protection Paladins go, my earlier post on patch 4.1 covers anything in that regard.

So, let’s get to it. The first change that impacts Protection Warriors is removing Heroic Leap from the global cool down. I love this. Nice little overall survivability boost when kiting and just generally moving to avoid things.

The second big (really it’s huge though) change is Pummel coming to all specs as our 10 second cool down interrupt. This is of course wrapped up with the change to all non-damaging interrupts off the global cool down not requiring hit to land. Expect to start interrupting full time now as a tank in any setting. Overall it should make encounters such as Heroic Omnotron and Heroic Nefarian (especially on 10 man) a little less composition dependent.

Things keep getting better though. Inner Rage is now available at level 56 with Rallying Cry as our new level 83 ability.

“Rallying Cry temporarily grants the warrior and all party or raid members within 30 yards 20% of maximum health for 10 seconds. After the effect expires, the health is lost. It has no cost, no stance requirements, and is not on the global cooldown. It has a 3-minute cooldown, but also shares a cooldown with Last Stand.”

Not too shabby at all. I definitely love it for when I’m Fury and as Protection I wish that it didn’t share a cool down with Last Stand, but having another cool down (or another interesting option) is always something I like. I’m already seeing times when I would use Rallying Cry over Last Stand, like an Electrocute on Nefarian when the group is near me or during a Feud on Chimaeron. There’s still times I wouldn’t sacrifice my Last Stand for anyone else though. As I’m using Last Stand reactively (and sometimes not at all) on the majority of encounters right now though, I’m glad for the chance to increase my raid utility instead of wasting a cool down (as an unused cool down is essentially wasted).

And that’s it… Or is it? Nope.

Shield Mastery (the talent) is also being adjusted. It now no longer affects Spell Reflect, but instead produces an aura that reduces magic damage by 20% (with 3 talent points) for 6 seconds. Awesome, just plain awesome.

Aside from the being a clear buff, I like that this will add another decision to Warrior tanking (like should I use Rallying Cry or Last Stand). Timing your Shield Blocks well while still having as many as possible is going to create an nice little meta-game to reduce as much damage as possible and raise the skill cap for Protection Warriors.

I am extremely happy with the changes this patch brings. Do I feel like we needed it? Not entirely, but will I turn them down? Hell no. Once the patch has hit, I’ll be playing around with some of the decision making points I brought up above. Expect some posts in the future to elaborate on those thoughts. Cheers!

Theme Change, Polls, and More

April 21, 2011

Hello, hello — me again. If you’ve been here before yesterday you’ll notice that the layout has changed (Oh noooooo!). It is called Vigilance though. Bad ass right? That’s what I thought. Anyway, let me know what you think: better, worse, couldn’t care, anything.

There’s also been a poll up here for a bit (look to the top right and vote now!). The previous poll asked “Was this blog helpful to you?” and the results are in. Eight people, including myself, voted for “Yes” and that they were a Warrior tank, four people said “Yes” but not a tank, and three people said “Yes” but a non-Warrior tank (Paladin, Death Knight, or Druid). There was also a “No” option, but that didn’t get any votes. Fifteen voters total, but I feel like we can do better than that though, so vote now!

I’m going to keep making new polls every now and then. I’ll probably give them each a week to live. Depending on the result, I hope it will give me inspiration for a new post. On the subject of new posts, I expect 4.1 to come out in the next week so I’ll do a run down over the changes and how I expect it will affect my game play. If you have suggestions, questions, etc for other things you’d like to read about leave a comment as usual and I’ll get back to you as soon as possible (I get email to my phone when a new comment goes up).

Finally, I’d just like to say thank you for everyone who’s been reading so far. I haven’t received a lot of feedback, but what I have received has been positive overall. And while I do enjoy comments and the like, I’m happy to settle for a steady increase in page views for now. When I started this back on January 26th, FPLaC had 28 page views across the entire blog over the 5 remaining days of that month. February totaled 99 views, and March raked in 643. April has been huge, surpassing March in its first week. Right now April is at about 1850 views and I suspect it will break 2000 easily by the month’s end.

So, again, thank you to everyone reading and please share this with anyone who you think would enjoy it. Cheers and Happy Easter and Passover.

10 Man Heroic Progression Route

April 18, 2011

A guild mate of mine (Panis!) recently asked where I would place Heroic Valiona and Theralion in terms of overall progression. This has also been a topic over at the MMO-Champion forums as well. My response to him was this,

Haflus > Chimaeron > Atramedes > Maloriak > Valiona > Magmaw > Omnotron/Conclave > Conclave/Omnotron > Al’akir > Nefarian > Cho’gall

I left out two bosses there (Ascendant Council and Lady Sinestra) because at the point of killing Cho’gall most guilds focus on Sinestra over Ascendant Council, even though AC is likely easier. However, this mindset of prestige over “easy” comes about even earlier. I would put it around the 7 or 8/13 mark. The reason for this is that you can entirely ignore Throne of the Four Winds Heroic, unless you want the Al’Akir server first achievement. If that is not a priority, then the time spent of this “easier” boss would be better spent on Cho’gall or Nefarian, which are only slightly more difficult (Cho’gall supposedly more so than Nefarian). These two end bosses provide substantially better loot though including tier and lack the random nature of stats on Throne loot, which can be entirely demoralizing.

So really the focus here is on the order of the first 7 to 8 bosses you kill on Heroic as a 10 man guild, then choosing your next path. I mentioned in my reply to Panis that group composition can make a subjective difference here though. I’m going to outline the order I’d recommend and why.

1. Haflus. Just do it first. Especially after the nerfs. This fight is easier that normal mode Nefarian for most guilds. It requires one person who can interrupt reliably, average DPS, and sustained burst healing for about 2 minutes maximum. You can even three tank the fight and make it easier. Pretty much any group composition can do this fight, so definitely start here.

2. Chimaeron. You can use two tanks if you want, or have a DPS with taunt act as the “third” tank. This gives you some options. To do the three tank strategy you need a Death Knight, Feral Druid, or Retribution Paladin preferably. Fury and Arms Warriors can do it, but have the requirement of stances to Taunt that will limit their other abilities. While this third tank’s DPS will always be lower than usual, a Warrior in this role will be even more gimped. If you lack one of these classes, you’ll have to go the two tank route. This will increase healing requirements a bit, but you gain another DPS. Either way, this fight should be second. You need to down Nefarian to unlock it on Heroic and any guild that can do that can kill Heroic Chimaeron.

3. Atramedes. Any group composition. This fight requires a good kiter and people to preform one mechanic: dodge sound. You need to dodge sound on normal though, so that doesn’t really change. Kiting can be done by numerous classes (read this for suggestions). Some compositions make it harder, but I’m assuming you’re not running triple Holy Paladin, Death Knight tank, 6 Death Knight DPS so do this third.

4. Maloriak. Some people might have Maloriak earlier in the order. I find there’s more mechanics that the ones I’ve previously listed and therefore more things that people can screw up. That’s why it’s here. Maloriak after nerfs though is not a big DPS race. If you can DPS through the black phase before the next phase starts then you have the DPS for the fight. Not standing in the black puddles is just like dodging sound waves/fire/not standing in void zones/etc. An over used mechanic. Then there’s things to interrupt and you need a decent add tank. Not a high difficulty level on any of this, but it requires multiple people to do their jobs well so I’d put the overall difficulty higher.  Again, pretty much any group composition can do this, but some will have an easier time than others.

5. Valiona and Theralion (with a Subtlety Rogue). If you don’t have a good Rogue, this gets moved down more. I’ve never done it without, but the level of co-ordination goes up. As it stands I put this fight (with a Rogue) here because it’s basically a gear check. Using the Rogue you’re ignoring most of the mechanics in the fight. Healing output is significant and better DPS makes less time for the healers to sustain that output. If attempted earlier, I think raids would lack the DPS/HPS to down this fight.

6. Magmaw. Has turned into a gear check much like Valiona and Theralion after its nerfs and that’s the reason for its position. Many different possible strategies, which lower and raise healing and DPS requirements. Depending on group composition and strengths, do the strategy that best suits your raid.

A sort of metagaming note here on Magmaw and Valiona and Theralion. Both fights give weapons for most classes and specs, along with trinkets for tanks. All of these point to rather large DPS/HPS or survivability increases. Whether it’s coincidence or not that they fall into this sort of middle ground for progression is debatable, but it is a nice fit.

7. Omnotron/Conclave. It’s debatable in my opinion which one is easier. There are NUMEROUS things that can go wrong on Heroic Omnotron. I don’t even want to get into it, but if you’ve attempted this or killed it then you understand. Not having a Shaman to interrupt makes this fight even more annoying. Not having a Mage or Hunter can as well. However, this fight can be done without “key” people, it just makes the fight harder. There’s also harder and easier tron orders that can factor into a kill.

Heroic Conclave requires some high DPS if you’re not using a kite strategy for the adds, and lots of overall co-ordination for switches. Again, some compositions will have an easier time because certain class abilities remove the burden of some mechanics.

Both of these fights were killed very earlier by many guilds before any nerfs went out, so they’re doable early on. They’re just fairly mechanic heavy. Mechanic heavy fights are always the hard wall guilds face though, because the skill factor (or “don’t screw this up” factor) comes into play. Gear checks only block you until you gear/out gear them.

So there you have it. I’m sure some people disagree and I’m definitely biased by the route we took, but overall I think this should give guilds some clear reasons about why to pursue one Heroic fight over another. Most importantly, whether you disagree with this path or not, remember to only focus on one encounter at a time. Splitting your focus will only slow your overall progress. In my experience it’s always better to full ass one thing, then half ass two.

And, finally, thanks to Panis for the inspiration on this post!

Side note about him: Panis is an absolute beast of a Restoration Druid and holds top 200 healing parses for every single fight for his class/spec. He also held world 1st on Maloriak normal for Restoration Druids at one time way back when most people thought Druids sucked for healing and Maloriak normal was progression for people. Finally, he has written a guide for Restoration Druids over at GameFAQs, which details pretty much anything you’d want to know — how to gear, spec, and why, AND how to heal every Heroic dungeon and raid encounter. Even the Elevator Boss. Yeah, give him some props.

More Heroic Magmaw Solo Adds

April 9, 2011

I was interested in trying to break my previous record for Heroic Magmaw 10 man. To do this I planned for a couple things. First, I specced specifically to rank on the fight. Secondly, my raid helped to increase my damage.

Ok, as far as my spec goes I originally used the Piercing Howl spec.  I was pretty much using this for most fights, due to it’s strengths in AoE and single target threat as well as survivability. However, since I wanted to up my rank I switched to a completely AoE threat/damage focused spec, and only had to sacrifice a small amount of survivability. This spec took Deep Wounds for the damage increase, but I wanted to keep the small survivability bonus from Blood Craze. With Deep Wounds, you can only take 2/3 Blood Craze though so that’s why I say you only sacrifice a little bit. The 1 point in Gag Order was to lower the cool down on Heroic Throw, to help when picking up new Bone Constructs. I could have put the point in Impeding Victory or one in Incite. It really doesn’t matter a whole lot in my opinion.

My raid also altered a bit to help me. By our raid I mean our Mage. He went Arcane so I had a 3% damage increase. Maybe one kill when we have a Hunter for 5% Crit I’ll get our Mage to go Arcane again for the 3% damage, give me Focus Magic and have our Warlock give me Dark Intent. In all seriousness though, I doubt that will happen. A Warrior can dream though, a Warrior can dream…

Doing that I could probably push World 1st, but for now I’m World 2nd for any class/spec with a large lead on all other Protection Warriors. I’m content with that. Here’s a pic.

A few things I noticed in terms of self healing. I think I forgot to glyph Victory Rush on the prior kills (oops) because my average heal from Victory Rush was about 47.9k today where as it was about 25k in previous kills. So, that makes a big difference and definitely more than made up for the 1 less point in Blood Craze (which only did 46k less healing, 30% less than it alone did on my kill before this one).

Heroic Valiona and Theralion Tips

April 6, 2011

This encounter. Wow. This is honestly one of the easiest encounters thus far. I’m sure that there is a certain gear level you’ll want to be at, but I think that you should probably attempt this Heroic 4th or 5th. I’d say it’s on par with Maloriak. The only stipulation is that you need a Subtlety Rogue. This allows the rest of the raid to completely ignore the adds that spawn in the Twilight Realm. I’ll go over the basic strategy in a second, but first our composition.

Tanks – Protection Paladin

Healers – Restoration Druid , Holy Paladin, Discipline Priest

DPS – Moonkin, Fire Mage, Subtlety Rogue, Destruction Warlock, Marksmanship Hunter, Fury Warrior (myself)

We started by pulling Valiona as usual. We had no set positioning, just to stay 8 yards apart so we didn’t overlap each other with the blasts that Theralion shoots. We stacked up for Blackout on Valiona’s ass (just like we do in normal). I know some people stack on the tank. Either way works. On Heroic you need to heal a certain amount to dispel Blackout. Our Paladin would toss one Divine Light and that was enough, so it doesn’t take a large amount of healing. Once Blackout out goes off, spread out as usual.

Our Subtlety Rogue would wait for the tank to get 5 stacks before he could go down to the Twilight Realm. This happened at the same time as Dazzling Destruction, so if you miss the tank, just take a Dazzling down. Our Rogue used this specific Sub spec to maximize the time he could spend killing adds by himself. Try to kill 4-5 adds (or more) every time you’re down there, but dying due to over extending is worse for the raid. Go for adds that are closest but, again, the biggest thing to remember is to bail earlier rather than later if things are getting hairy.

When Theralion had landed we used the following positioning.

The blue flames are ranged DPS, the green shield was our Paladin Tank, the red plus sign was one healer (the Disc Priest), and the yellow crossed swords was myself and the other two healers. If anyone not stacked with me was targeted with a Twilight Meteor, they would stack with myself and the two healer. Should one of the healers stacked with me get targeted with Engulfing Magic, they ran out of the stack. If both were targeted, they both ran out and a ranged DPS came and stacked with me.

We waited for the first Engulfing Magic to use Bloodlust. In the best case scenario two DPS are targeted. I think we had 1 healer and 1 DPS with it when we lusted, so we could have put out more DPS if RNG was in our favour. When a ranged was targeted by the large void zone mechanic, they simply moved left or right out of it with nearby ranged adjusting if needed.

The fight just comes down to repeating those two phases as usual. The adds will probably spawn faster than the Rogue can kill them, so it becomes a soft enrage for the fight. That soft enrage isn’t too strict though as long as everyone stays alive.

Make sure to call out Deep Breaths for your Rogue as he won’t see them but can still be damaged by them. We found that just calling “side” or “middle” worked well. If we called “side” he would go to the middle and be safe. If we called “middle”, he would choose a side and be safe.

Tank tips,

1. Make sure you’re topped off, hotted, and use a cool down (either yours or a raid cool down) every time you enter the Twilight Realm. Make sure your healers are ready to top you off when you get out, and get out as quickly as possible.

2. If you’re a Paladin, you can use a bubble/cancelaura macro to remove your stacks at 4 and avoid being sent to the Twilight Realm. I’d suggest doing this when Valiona is in the air so you don’t need to worry about dodging Deep Breaths when you’re in the Twilight Realm.

Non tank tips,

1. If you are a Paladin or Mage and you get Blackout, run far away from the raid and use bubble or Ice Block. This will reduce some of the healing you raid needs, but be sure to call it so everyone knows not to stack.

2. When Valiona is on the ground set Theralion to your focus. It’s possible to see who he’s targeting with Twilight Blasts and simply dodge them.

Heroic Omnotron Tips

April 4, 2011

So this Heroic fight is really easy in terms of healing and DPS requirements, but you need to learn all the mechanics. It’s one of those “do a mechanic wrong and you die” fights. Unforgiving. However, if you do everything right it’s kind of a joke. Our first kill was about 8 minutes long, so expect to go through each tron rotation a couple times. I don’t have many tank specific tips, but I’ll go over our strategy and composition first.

Tanks – Protection Warrior (Myself), Protection Paladin

Healers – Restoration Druid , Holy Paladin, Discipline Priest

DPS – Moonkin, Fire Mage, Assassination Rogue, Destruction Warlock, Frost Death Knight

The Death Knight was Frost for the interrupts. I think his DPS was like 8k overall, with the Warlock around 20k, the Mage around 30k (spell stealing the Arcano buff), tanks around 8k, Boomkin around 15k, and Rogue around 10k. So I repeat, not a DPS race.

Aside from the normal mode mechanics, Nefarian enters this Heroic mode like every other. Here Nef chooses to empower 1 ability from the two active trons. This means that when you pull, the first “empowerable” ability that happens will be empowered as only 1 tron is active.

The abilities are as follows,

Magmatron – Encasing Shadows on the target on Flamethrower, rooting him/her to the ground.

Arcanotron – Pool explosion. The Power Generator will grow larger and explode after a few seconds, pretty much 1 shotting anyone caught in it.

Electron – Shadow infuses the Lightning Conductor after a few seconds. This person now pulses Shadow damage to the entire raid, dealing more damage the further away you are.

Toxitron – A mass death grip/poison pull/whatever you want to call it. Nefarian pulls the entire raid into the Toxitron’s green poison cloud.

And that’s it besides more base damage on their abilities and more health in total. The only strategies you need to devise are how to deal with each new mechanic. We found it easiest to stack the entire ranged group at one point, even when Electron was active. Stacking makes every new mechanic a lot easier to deal with and we could just heal through the chain lightning damage.

So when each ability came, we did the following.

Empowered Magmatron: Stack together, spread from the acquired target, then restack.

Empowered Arcanotron: Stack in puddle, then run out and restack.

Empowered Electron: Sidestep from group for 3 seconds, then sidestep back to the stack.

Empowered Toxitron: Stack far from Toxitron. After poison pull, run away and restack.

Toxitron proved to be the most difficult to deal with (the reason why many guilds killed this encounter the first time when Fixate was bugged, making the adds that spawn not even target players). We decided that tanking him against a wall with the entire raid at half max range made it the easiest. This means the cloud generally went on the raid there, and they could move back to max range after. If a pull happened, then the group would move back to max range again. The adds always had to go through the cloud to reach the group as well, which made them easier to kill. This picture tries to help explain. The BAD red circle is the poison cloud. Skull is Toxitron. “X” is the other active tron.

Other trons didn’t require specific positioning for us.

Having poison adds killed quickly, a cool down rotation for Magmatron’s Incineration Security Measures, having the raid use self cool downs to entirely or partially negate Flamethrower, interrupting all Arcane Annihilators, not attacking shields, etc. all apply from normal mode.

However, do not move trons into the poison cloud. The risk of causing a wipe by doing this is too high compared to the small DPS reward you get. Maybe later when you’re more comfortable with the encounter, but I wouldn’t recommend it when learning.

Specifically regarding the interrupts on Arcanotron. Having a Shaman is obviously the best way still. If not, have 2 players swap back and forth. Note that if a poison pull happens (ie Arcano and Toxic are both active), you’ll need a ranged interrupt to cover his cast.

Alright enough of that. This is a tanking blog. Here’s the cool stuff I did,

1. I always wanted to be tanking Toxitron due to speccing for Piercing Howl. If you have a reliable slow, then you can ignore this, but we needed a slow. To ensure I always tanked Toxitron we did the following. If he was first up, I started tanking. If not, our Paladin did. If Toxitron was second active (or fourth), then we didn’t need to swap. If he was third, I’d grab him as he came active and the Paladin would taunt my tron. This made the transition smooth. Apply this method if you want to always tank a specific tron (maybe Arcano for interrupts).

2. If a poison pull happens, use Charge as soon as you can to basically avoid that mechanic. Consider popping a cool down as well, since direct healer will stop for about 3-4 seconds.

3. Wear Mirror of Broken Images and use it on Shadow Conductors or Incineration Security Measures. As many times as you can when one of these abilities is active. You generally won’t be stacking when a Shadow Conductor happens (unless Electron is active first).

4. Prepot armor if you’re tanking first, otherwise I waited for a point when I needed healing and used a health potion at the same time as my health stone. After a poison pull late in the fight is generally a good time.

Spec I used: Piercing Howl spec.

Gear differences: Just trinkets. Used Mirror over Vial.

Heroic Valiona and Theralion Down!

April 3, 2011

So this was by far the easiest Heroic boss we’ve killed thus far. We 2 shot it. Seriously. 1 tank, 3 healers, 6 DPS. We ignored the Twilight Realm and had a Subtlety Rogue kill as many adds as he could, as often as he could. Pretty much a joke of a fight and I’d recommend trying it as your next Heroic. Anyway, here’s a kill shot. Tips post sometime in the future as usual.