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Healing Mythic Imperator

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Hi all,

 

My guild has just began progressing on Mythic Imperator. So far we're making through the first transition before we wipe. On the attempts so far I'm finding myself significantly behind the other healers, so much that I'm worried I'll be sat and potentially miss out on the realm first. Our current healer setup is: Pally/Druid/Disc/Rsham(me)/MW.

 

I'm looking for help on what could be the optimum talent/glyph setup and the best way to approach the fight. Right now I'm using AS/EB/Rushing Streams/ High Tide with healing wave,HST, and spiritwalkers focus glyphs. 

 

My armory doesn't appear to be working due to a recent server transfer. I'm 675 ilvl and outgear the Monk and druid by about 5 ilvls.

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Throwing in my 2 cents initially, I would say given the short duration until you wipe, it is not your fault on meters you are not higher.  Your mastery has not had a chance to do it's part.  I know for the first bit of the fight (not mythic granted, but the start is the same regardless) only the tank is getting hit and with shields and hots there is no need for me to be wasting mana. 

 

Depending on what is wiping you, I don't even know if you are getting a chance to show your worth.  If it is mines, that is a hard deficit to make up in a short time.  Can you give a bit more about what exactly is killing your raid?

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I agree with above, your early in the fight and the absorb healers and smart-healers can for the most part keep everyone topped off pretty well with your chain-heals or whatever only doing a little bit because they're barely healing. Your mastery favours the end of the fight where shit gets real, not early on. 

I mean, if you could get some logs, I'm sure people could have a look through them and tell you if your on the right track and what needs to be done. I doubt you'll get benched. I really do doubt it, but if your really that scared of it then maybe explain to your raid leader that because of your CLASS MECHANICS that you can't control your not that useful early-fight where mana is plenty and damage is low, but you'll be appreciated later on when your mastery can really do it's thing.
The reason people take so many healers to the fight is because it's LONG and REALLY healing intensive near the end when healers are lower on mana, and more healers saves mana, but has a downside of making one or two people look bad on the meters until the few who shine can't keep up any longer. 
As long as at the point of the fight you're currently at your not being outhealed significantly(like 10-15k more) and people AREN'T dying due to lack of heals, then I doubt you'll get kicked.

But again, if you can grab us some logs and people can look through them and give you proper advice.

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Hi Advantageous, I don't think that you're doing anything particularly wrong from what I can tell. One of the things about this fight is that your raid's co-ordination is far more important than the healing you are doing. I won't lecture you (since having got to Mythic Imperator you're obviously competent at this) but you should expect your throughput to go up significantly towards the end of the fight rather than the start.

 

I think that Elemental Blast is an excellent talent to take to start with, so you can keep up Healing Rain and use plenty of Chain Heals. If I were you, I'd be aiming to spend about 40% of your mana before the end of the second transition and pot to nearly 100% so you can spend all your mana in the remainder of the fight. Actually, you might end up finding that it's better to pot on the 3rd transition instead to get through the last two phases.

 

One bit of advise; if you're running High Tide, then it would be worth running Echo of the Elements for two reasons;

  1. More Riptides on average so more High Tide bounces.
  2. Riptide is very efficient and will help you control your mana better over a longer fight.

I hope that helps, and do post logs if you can. Good luck!

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Here are some logs from last night. I switched to Candle and Winged Hourglass for trinkets and it's made a drastic improvement on mana availability. I'm starting to pull ahead now when we reach the add death / spirit link phase. We are wiping now in Phase two with heavy movement, disc priest out of raid for bombs and all CD's being down. 

 

I'm still torn on a T4 talent. Last nights attempts were with Echo, but I'm not sure I'm getting maximum benefit out of it. Thinking about going Elemental Mastery for extra CD / synergy with tide. 

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      Rotation
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      Buffs
      Prioritize obtaining Defensive buffs before acquiring Threat related buffs. Agility for example has the added byproduct of helping with defensive and threat measures. Generally, off-tanks or known as "OT", take less damage, therefore, it's not fully needed to aim for Defensive buffs. Also, some buffs are unobtainable due to certain patch restrictions or unable to stack with others. There is a max of 32 buffs: Talents, Set bonuses & Equip effects don't count. But Gear enchants count with exceptions: (Crusader enchant and enchants from the profession enchanting don't count.) Resistance enchants however need to be reconfirmed as they make it seem now like those should count. Let's move on and explore relevant buffs to our tanking duties. The following buffs are classified into sub-groups to better highlight their usefulness and showcase different options.
      Threat Increasing Buffs
      Rallying Cry of the Dragonslayer: Gnomish Shrink Ray: (can backfire increasing group's attack power) Fengus' Ferocity: From Dire Maul. Trueshot Aura: +50 Attack power. Battle Shout: (Improved by Battlegear of Wrath (3/3) tier set bonus) Juju Might: +40 Attack power. (from repeatable Winterspring quest) Sayge's Dark Fortune of Agility: +10% Agility. From Darkmoon Faire. Ground Scorpok Assay: +25 Agility. Elixir of the Mongoose: +25 Agility, +2% Melee Crit. Grace of Air Totem: +77 Agility (effect is increased through a shaman talent) Call of the Raptor: +12 Agility for 30min. (non-repeatable quest reward item) Grilled Squid: +10 Agility for 10min. (does not stack with other food buffs) Strength of Earth Totem: (effect is increased through a shaman talent) Atiesh, Greatstaff of the Guardian: (can't stack w/Moonkin Form) Slip'kik's Savvy: From Dire Maul. Moonkin Form: +3% Spell Crit. Headmaster's Charge: +20 Intellect. Arcane Intellect: +31 Intellect. Gnomish Battle Chicken: Upon attacking it might give party +5% Attack Speed for 4 min. Warchief's Blessing: Fist of Shahram (Blackblade of Shahram😞 +25% haste to party for 8sec. Juju Flurry: +3% Attack Speed for 20 sec. (Others can cast it on you) Swift Wind: (Only receivable upon finishing the Call of Air totem quest) Mana Spring Totem: +10 mana every 2 sec. (Only causes threat if you cast) Mageblood Potion: +12 mana per 5 sec. (regen effect doesn't cause threat) Innervate: Increases Mana regen by 400% for 20 sec. Oil of Immolation: 50 Fire dmg to target within 5yds every 3 sec for 15 sec. Lightning Shield: (Scales with spell damage) Static Barrier: From Electromagnetic Gigaflux Reactivator. Crystal Spire: (From a repeatable quest & anyone can cast it on you) Fire Shield: Deals 13 Fire dmg to melee attackers. Thorns: (Improved by Cenarion Raiment (3/3) tier set bonus ) Brilliant Wizard Oil: On a swappable weapon for the pulling of a mob. Blessed Wizard Oil: Ideal for Scholomance, Stratholme & Naxx. Flask of Supreme Power: (Can't stack w/Titans, so choose wisely.) Greater Arcane Elixir: +20 dmg dealt from spells & abilities. Traces of Silithyst: +5% damage to melee, range and spell damage dealt. Power Infusion: The target receives +20% spell damage & healing for 15 sec. Songflower Serenade: Boost melee, ranged, or spell to crit 5%, +15 all stats. Mark of the Chosen: 2% chance when hit of increasing all stats by 25. Spirit of Zandalar: +10% move speed, +15% all stats. Mark of the Wild: +384 armor, +12 all attributes,+27 all resistance. Elixir of Greater Firepower: Bolster fire damage by up to 40 for 30 min. Blessing of Blackfathom: +5 intellect & spirit. +15 frost damage. Elixir of Frost Power: Increases spell frost damage by up to 15 for 30 min. Dragonbreath Chili: (scales with spell damage and fire increasing buffs) Defensive-Buffs
       Sayge's Dark Fortune of Stamina: +10% Stamina (+10% Armor also exists)  Dirge's Kickin' Chimaerok Chops: (can't stack w/other food buffs)  Rumsey Rum Black Label: From Booty Bay.  Power Word: Fortitude: +54 Stamina.  Mol'dar's Moxie: +15% Stamina overall.  Spirit of Zanza: +50 Stamina, +50 spirit.  Blood Pact: +42 Stamina.  Flask of the Titans: +1200 Hp.  Elixir of Fortitude: +120 Hp.  Regrowth: From the (6/6) Dreamwalker Raiment tier set bonus.  The Lion Horn of Stormwind: (a friendly tank can activate it for you.)  Greater Stoneshield Potion: +2000 Armor for 2min.  Elixir of Superior Defense: +450 Armor.  Polished Armor: (AWAITING CONFIRMATION OF ITS EXISTENCE)  Crystal Ward: From repeatable quest in Un'Goro Crater. (allies can also cast on you)  Inspiration: Increases armor by 25% for 15 sec.  Power Word: Shield: Absorb 1105 dmg for 30 sec. While active...  Scarab Brooch: (Healers can trigger its effect on you before a fight)  Greater Heal Renew: From the (4/4) Vestments of Faith tier set bonus.  Bloodkelp Elixir of Dodging: +3% dodge for 30 min. (one time usable item)  Juju Escape: +5% Dodge for 10 sec.  Healing Stream Totem: Doesn't cause threat for you.  Greater Heal Renew: From (8/8) Vestments of Transcendence tier set.  Rejuvenation: Heal for 888 over 12 sec.  Regrowth: Heal for 1064 over 21 sec.  Renew: Heal for 970 damage over 15 sec.  Stoneskin Totem: Reduce melee damage taken by 30.  Dampen Magic: Useful for magical heavy fights.  Amplify Magic: Useful for physically heavy fights. Resistance Buffs
       Greater Fire Protection Potion: Absorbs fire damage.  Fire Resistance Totem: +60 fire resistance.  Frozen Rune: Absorbs 1500 to 2500 fire damage.  Juju Ember: +15 fire resistance for 10 min.  Greater Frost Protection Potion: Absorbs frost damage.  Frost Resistance Totem: +60 frost resistance.  Juju Chill: +15 frost resistance for 10 min.  Greater Nature Protection Potion: Absorbs nature damage.  Nature Resistance Totem: +60 nature resistance.  Greater Shadow Protection Potion: Absorbs shadow damage.  Crystal Basilisk Spine: +10 Shadow resistance & Frost for 1 min.  Gift of Arthas: +10 Shadow resistance for 30 min. Mind Control Buffs
      It is possible for an Alliance priest to use  Mind Control or someone with engineering to use the head slot item  Gnomish Mind Control Cap versus players on the Horde. For that duration the mind controlled Horde character is now considered an Alliance player. This allows the character to receive buffs from paladins. In the many guild raids I’ve taken part, we'd have 2-3 players on their paladins and priests stationed near the raid entrance for mind control buffing. It's also possible for a priest of any faction to Mind Control certain mobs, which can dish out buffs to all raid members.
      Greater Blessing of Sanctuary: (Will stack w/Stoneskin Totem) Greater Blessing of Wisdom: (Will stack w/Mana Spring Totem). Greater Blessing of Salvation: (can't stack w/Tranquil Air Totem). Greater Blessing of Might: (can't stack w/Strength of Earth Totem) Greater Blessing of Kings: +10% to all stats for 15 min. Improved Lay on Hands: Possible once it expires to go outside to get re-buffed then re-enter the instance & summoned back to allies. BONUS: You can get Fear Ward from dwarf priests and if survivability is secured Curse of Recklessness from horde warlocks. Mind Control Buffs from mobs
       Fury of Ragnaros: From Twilight Emissary in BRD.  Resist Arcane: From Scarlet Medic in Plaguelands.  Resist Fire: From Scarshield Spellbinder in BWL.  Bloodlust: From Gordok Mage-Lord in DM.  Bloodlust: From Hamhock in Stockades. Special Event Buffs:
      On an ending note for buffs, we can also get buffs from special events. An example, is The Midsummer Fire Festival an event celebrating the hottest season of the year. It lasts about two weeks (mid-late June to early July). The next ones are Love is in the Air, Lunar Festival, Wickerman Festival and Scourge Invasion. The following buffs are separated by their event.
      Thunder Bluff Gift Collection: +30 Intellect for 1 hour. Ironforge Gift Collection: +30 Intellect for 1 hour. Stormwind Gift Collection: +30 Intellect for 1 hour. Undercity Gift Collection: +30 Intellect for 1 hour. Orgrimmar Gift Collection: +30 Agility for 1 hour. Darnassus Gift Collection: +30 Agility for 1 hour. Fire Festival Fortitude: (stacks w/stamina buffs above) Midsummer Sausage: Bolsters damage from spells by up to 23. Fire-toasted Bun: +2% hit chance for 1 hr. Fire Festival Fury: +3% spell and melee crit for 1 hr. Elderberry Pie: +13 defense for 1 hr. Buttermilk Delight: +13 defense for 1 hr. Very Berry Cream: Bolsters damage from spells by up to 23. Dark Desire: +2% hit chance for 1 hr. Celebrate Good Times!: +10% to all stats for 30min. Elune's Blessing: All stats increased by 10% for 1hr. Wickerman Festival (October 18th - November 1st) Invocation of the Wickerman: +25% health & mana regen. +25% stamina. Scourge Invasion Soul Revival: +10% to all damage caused for 30 minutes. Debuffs
      There can be a total of 16 debuffs on a boss. Having as many debuffs on a raid boss is crucial. All debuffs on the list below benefit us in either Threat or Defensive aspects and assumed to be at their maximum rank and talent improvement. The following debuffs are placed into sub-groups to better highlight their utility and showcase different options.
      Curse of Recklessness: - 290 armor but bolsters melee attack power by 45. Expose Armor: (can't stack w/Sunder Armor but it reduce more armor). Sunder Armor: Reduces armor by 450. Can be applied up to 5 times. Annihilator: Reduces an enemy's armor by 200. Stacks up to 3 times. Faerie Fire: Reduces armor by 505 for 40 sec. Improved Shadow Bolt: Curse of Shadow: Reduces Shadow & Arcane resistances by 75... Shadow Weaving: Wail of the Banshee: (affected by spell hit, usually casted by healers.) Insect Swarm: Reduces target's chance to hit by 2%... Thunderfury, Blessed Blade: (can't stack w/Thunder Clap) Thunder Clap: (can't stack w/Thunderfury's slow effect) Improved Scorch: To increase Flame Shock's damage (niche scenario). Flame Buffet: To increase Flame Shock's damage (niche scenario). Curse of the Elements: -75 resistance to Fire & Frost and increase Fire... Winter's Chill: To increase Frost Shock's damage (niche scenario). Stormstrike: Next 2 sources of Nature damage dealt are increased by 20%. Gift of Arthas: If a target strikes you, they have a 30% chance... Nightfall: Spell damage taken by target increased by 15% for 5 sec. Demoralizing Shout: Reduce attack power of mobs by 140 for 30 sec. Curse of Weakness: (effect is increased through a warlock talent) Gear
      If unsure of guild or group performance, carry several focused gear sets: Stamina set, Dodge set & Armor set to cater to any possible encounter. Certain pieces of gear from PvP through Honor Ranking remains the best forever but demands a large amount of Honor grinding.
      Below is a Gear Spreadsheet to help with gear progression.
      - Gear Spreadsheet Link Below are BiS sets by Phase for defensive aspects, see above for threat gear.
      - PreRaid          AoE
      - Phase 1          AoE              Fire resist
      - Phase 2       (no PvP)              AoE
      - Phase 3       (no PvP)
      - Phase 4       (no PvP)           Nature Resist
      - Phase 5       (no PvP)           Nature Resist for Huhuran
      - Phase 6       (no PvP)           Nature Resist Enchants
      Similar to gear, enchants must be tailored against the specific boss you will be facing. Allies can also help us, by enchanting their own cloak with Formula: Enchant Cloak - Subtlety.
      Here is the Enchant Spreadsheet Link. Tank Comparison
      To showcase our max potential a full BiS geared and buffed shaman will be the closest in stats to approach a Druid tank. Let's look at the stats to see the differences. As a guideline, the Example Druid Tank below is BiS/buffed and able to clear most bosses with no issue. A shaman like other tanks tailors his gear versus the boss they're facing. Obviously, the Example Druid Tank can reach higher numbers and has a plethora of defensive spells, but the goal is to showcase the class with the closest similarity to a shaman in stats across the board that gets the job done in high-end raids.

      Druids have the luxury of having multiple categories covered and a broader safety net on top of having access to join Alliance for the added advantage of paladins spells, while shaman tanks are required to significantly maximize a specific category for a certain boss.done in high-end raids.
      Now, let's explores the threat generated by other classes to showcase where shaman tanks stand. Remember, threat depends on gear, boss, etc... But in general, the current standing of tanks that can do the most threat are:
      Feral Druid/Warrior. Paladin/Enh Shaman. Dem warlock. Priest tanks AoE Tanking
      Although I slightly talked about it in "Talents". Let me go into more detail here.
      Against 3 targets and/or dungeons, AoE tanking is about Chain Lightning proccing with Eye of the Storm as the main conduit to deal damage and preserve threat on 3 targets. Because it isn't possible to dodge, block, parry while casting, this method is suggested versus mobs dealing little to moderate damage. Against heavy hitting targets it's advisable to grab the weapon Hand of Edward the Odd and wait for its procs to cast. If you don't foresee a random mob being aggroed by someone, cast R1 Frost Shock to save mana and increase the proc chance of Elemental Devastation and Elemental Focus. This is all done while auto attacking a different target after every 4-5 melee hit. Items such as Skull Flame Shield, Force Reactive Disk, Oil of Immolation are beneficial. With a coordinated raid group, it's possible to heal designated players as they "stand in fire" in between boss melee swings. Another way for players to intentionally receive damage is for designated warlocks to use Life Tap alongside items, such as Demonic Rune or Goblin Sapper Charge. Equipping a weapon with bolstering healing attributes such as: Hammer of the Twisting Nether before healing a member wield yield more threat. Raid Composition
      Raid composition differs with each boss but is seen as a skill that evolves over time and reflects the playstyle of a guild or raid. The following composition is an example with minor exceptions differing from the norm. By no means is it perfect since compositions change along side: patches, gear, experience, etc... With the raid leader's permission offer your advice on an ideal comp catering to your needs without overstepping.

      In (Group 1): A fellow tank in your party can equip The Lion Horn of Stormwind, granted the trinket slot isn't needed for anything else. A bear can replace a prot warrior in the tank party, if the raid is comfortable enough with the idea and could probarbly use an emergency Innervate or Rebirth Also, only bring the bare minimum of tanks. This will open a spot for either: a lock with Blood Pact, or a hunter with Trueshot Aura. Rogues are favored over fury warrior, they Feint, Sprint, Evasion and Vanish to manage their threat/aggro. Feral cat druids can offer similar utilities as a bear and can Cower and Dash to manage their threat/aggro. Discipline priest with experience and ease of mind may occasionally throw a Power Infusion on a shaman tank during the pull phase. In (Group 6): The shaman is elemental since healing is not an issue and we are relying mostly on Tranquil Air Totem. In the situation, you are taking too much damage this spot can be replaced by a restoration shaman. In (Group 7): A mage could be replaced by a shadow weaving healing priest. In (Group 8): Mages gravitate to Fire Specialization after AQ but keeping a single mage as Frost with the talent Winter's Chill is advisable. A rogue can be replaced by a melee hunter on Nightfall duty. ____________________________________________________________________________________________________________________ Thanks for Reading! If you have any questions regarding shaman tanking, feel free to drop by the Twitch stream to chat.
    • By Vocino
      Horde, Area 52, US
      We’re friendly people, and we like to play Blizzard games—usually together. We value friendship, kindness, open-mindedness, generosity, and bourbon. And World of Warcraft. Not necessarily in that order.
      Mythic+ Raiding PVP with @Auth’s OCD shenanigans Crafting, leveling, rabble-rousing Casual Discord banter with adult beverages If you want to have fun while not messing up other people’s fun, you’ll probably fit right in. You can read all about us and introduce yourself on at https://forum.strats.co/welcome.
      How to join the party
      Search for Strats on Area 52’s guild finder and mash Apply Mix yourself an Old Fashioned, sip as needed Hit up @wow on Discord for an invite and someone will grab you Stay for a while: https://discord.gg/WpYhTf8
      Set your game roles in the #welcome channel on Discord.
      We use them to quickly put together groups for dungeons, raids, Mythic+, or simply for socializing. Check #giveaways for Blizzard Balance cards. Chat Blizzard in #blizznerds Kind regards,

      Team Strats
      ---
      A little more about us
      Strats members—or strategists—have fun playing video games while not messing up other people’s fun. If you’re cool with that, you’ll probably fit right in.
      We started in 2014 and we’ve been hanging around together ever since. Over the years our mission has evolved from the early guild days but we’ve always remained a haven for adults who love gaming in an environment that doesn’t involve your mom being called names.
      Your ideas make it great
      This guild is yours and we want to make it what you want. If you have an idea, suggestion, or change you would like to see implemented, throw up a thread. Vote for the stuff you want us to prioritize.
      Strats is a labor of love and those of us working on supporting it directly appreciate your input and feedback.
      Easy rules
      Our number one rule is "Be excellent to each other!"
      Thanks!
    • By Azolin
      Raid Days/Times:  Wednesday and Sunday 7:00PM-10:00PM EST
       
      Overdraft is a fairly new mythic progression focused raiding guild however almost all members come from a history of pursuing and achieving Cutting Edge.  We’re looking to continue a trend of progression in terms of overall realm ranking but also becoming one of the top two-night raiding guilds in the US.
       
      Recruitment Needs and Contact:
      Boomkin
      Ele Shaman
      Spriest
      Mage
      Warlock
      DPS Warrior
      Bnet Tag:  Azolin#1256, Discord:  Azolin#5648
       
      You can also reach out to any members you see online.
       
      * All exceptional players may still apply in addition to the classes listed *
       
      Apply here:  https://docs.google.com/document/d/12VawVhr6XDT51MY4yNQuONSpGtxsCKUcvhFICXEr7qE/edit?usp=sharing
       
      FULL GUILD INFORMATION
       
      Overdraft is a Mythic Progression Raiding guild on Sargeras.  We are a mythic progression guild on a casual (6 hour) schedule.  Overdraft is one of the top two-night guilds on US-Sargeras.  
       
      If you have strong situational awareness, know your class inside and out, and enjoy raiding in a friendly environment, OD might be the place for you!
       
      <<Raid Schedule >>
       
      Overdraft has two core raid nights per week - Wednesdays and Sundays 7:00pm to 10:00pm EST.  We do not extend past those hours at launch nor for progression.  
       
      In addition to our raid schedule, various members run M+ on off nights and even some are altaholics who like to run Flex 30 content or even lower M+ keys.
       
      <<About Us>>
       
      Overdraft was formerly part of the Currently Online community of Sargeras.  Currently Online is one of the largest ‘Mega Guilds’ in World of Warcraft. During our time with Currently Online, we were known as ‘Team Overdraft’ and decided after clearing Heroic Battle of Dazar’alor, to pursue becoming Mythic Progression focused raid team.
       
      Overdraft is a group of adult, mature raiders that share a common vision: a skilled, progression raiding environment with a reasonable raiding schedule. We take raiding seriously and progress, but we refuse to lose sight of what’s truly important – having fun and maintaining balance. We are an all adult guild, 18+ required/21+ preferred. The majority of us have grown up playing WoW, with an average age of late 20s/early 30s.
       
      OD guild members are working adults and act like adults. We treat each other with respect, and in doing so, earn it. From the raid leader down to trial members, you can expect a calm, cool, and collected demeanor and a respectful tone at all times. If you enjoy linking meters and raging at team members during progression, then this guild is NOT for you. If you thrive with a bit of constructive criticism and understand that raiding takes a whole team, not just one elite dps/tank/healer, then you are the right fit!

       
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