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Archive for February, 2012

Random Quick Update

February 29, 2012 1 comment

Damn my Capris...

I’m still alive, just tossing that out there. Stuff has been a bit crazy IRL, in guild, and everywhere in between. Things I still owe you guys:

  • Updated Transmog ideas
  • Spine & Madness strats (damn these fights are boring)
  • H. Morchok and H. Ultrax quickie guides
  • More posts where my cotank makes fun of me
  • Miri on Guilds: Culture
  • Then & Now meme
  • Update on my Heroic 10s team

I’m sure there’s more, but that’s what I can think of. I’ve been writing a ton, but it hasn’t been blog related, so, sorry guys =\ Work has had me bashing people’s heads into walls and well…raids have been sorta having the same results. Something more like me bashing bosses into walls. And Heroic Ultrax sneaking in a 204K hit that I apparently couldn’t miss last night and went splat to because of an ill-timed Twilight Instability.

Anyway, usual excuses post. Lots of work travel for the remainder of the week but hopefully I’ll find a moment of clarity this weekend to post.

Enjoy the header, this was me on Ultrax last night, bitching about fashion woes, like all good Belfs do!

Also: cute Lofaz and Raz pic (I got “holy crap you REALLY are short” tonight when I shared it).

My Cotank DID transmog that awful looking belt...

Raz has a Sheeps!

February 19, 2012 Leave a comment

Quick and adorable post. I mentioned in heroics on Friday night the story behind Raz and my overwhelming desire for an Elwynn Lamb to “complete” an aspect of the character’s RP story. It was a comment made in passing, with no real thought aside from the comedic value of the character (and several unfortunate incidents for poor Kirian and Raz at various intervals in Dalaran).

While I was running a heroic on my warlock tonight, our healer asked if I had checked my mail on Raz this evening and I admitted I hadn’t. She recommended I sign him on before logging for the night and check my inbox.

So I did…and as I stood in Dalaran, I saw a mail from a friendly and fun mage I had run with the night before. And inside the mail, there was a lovely note and a gift wrapped package. My curiosity was heightened as I collected the package from my mail, and my jaw fell open when I saw what it contained. Inside the gift wrap was an Elwynn Lamb, just for Raz. There may have been tears in my eyes at such a thoughtful gesture from a member of Lightninghoof”s RP community. She was promptly tackled in tells with more thank yous than I think she ever expected.

And tonight, I signed off from WoW with a smile on my face. Never forget the community–in your guild, or on your realm. There truly are great people out there!

Thank you again Derodra, your kindness and your quick memory have earned you a spot in my heart and on my friends list!

Categories: Kiri, Paladin, RP, Warcraft

Sixth

February 18, 2012 2 comments

Earlier this week I was tagged into a new blog meme called “Sixth” by Bulidar of Among the Elements and  Aralosseien of Achievements Ahoy! The meme was resurfaced by Gnomeaggedon on the 15th of February and I’m not gonna lie, I was sorta paranoid about what my “sixth” was.  But before I share my “sixth,” let me share the rules!

  1. Go to your image folder
  2. Open the sixth sub-folder and choose the sixth image
  3. Publish the image! A few words to describe the picture couldn’t hurt!
  4. Challenge six new bloggers
  5. Link to them

Like, Bulidar and Aralosseien, I don’t have sub-folders in my images folder, so I selected the sixth image in my screenshots folder.

And without further adieu, I give you my sixth:

Should I be surprised that it’s Raz? Nope. Not in the least! I’m standing on the roof of Grommash Hold, the building that Garrosh Hellscream occupies in Orgrimmar. It was New Years Eve, and it was the first time since I’ve started playing WoW that I sat and watched the fireworks go off! I was later joined by a guildie, Ursal, for chitchat while we chilled. That week I had tanked ES’s first kill of Madness, and was in a generally mellow mood while I farmed satchels for mounts and pets.

Speaking of mounts. I’d like to point out that I finally got a mount from a satchel last night. I just happened to accidentally LOOT the damn thing from the satchel. What did I get you ask? Oh nothing great–just ANOTHER Green Proto. My anguished yell will echo in the hallways of my home for the near future.

Anyway, enough about my bad luck, let’s pick the next round of 6!

I’m eagerly awaiting to see what these folks have for their “Sixth!”

Miri’s Thoughts on Guilds – Recruitment

February 18, 2012 Leave a comment

Like my previous post, Miri’s Thoughts on Guilds, this will be another running stream of consciousness about guild management, leadership, and development. None of this is ground-breaking (at least I hope it’s not), but what I think is “normal” has proven to be abstract to someone else. So, enjoy! ~Miri

Recruitment is a hot topic right now if you check on the forums. Like the end of every expansion, players are hitting burn out and stepping away, using the time between the final content patch (Blizzard has already announced that Dragon Soul is the last raid) and Mists of Pandaria to recharge. It’s a stressful time for guilds when they have to deal with a fluctuation of membership, especially so late in the game; during which they hope they can locate quality members to add to their teams. But how do you make your guild stand out above the rest for potential applicants?

Miri on Guild Recruitment

Recruitment isn’t easy. It can be a long (and arduous) process, truly dependent on how your Recruitment Officer handles things. There could be lengthy applications, interviews over a voice chat, possibly even cross realm grouping to see how well the player performs. It could take 24 hours, it could take 2 weeks. Either way, it needs to be a clearly explained process for any potential applicant. In the past I noted that a guild officer would respond within 48 hours to an application and that we would state then if we wanted to proceed further with the application process or if we chose to thank them for their interest but state our reason(s) for not continuing with them.

It’s not just hard on a guild looking for new players, it’s also hard on the applicants. Depending on the guild, you may have to defend your spec, your gemming, your enchanting, your reforging. You may have to explain your professions and your willingness (or lack thereof) to change them. You may have to explain boss fights and your role in them.

For many people, something has pushed them to change things. Maybe they want to progress faster than they currently are, maybe they want to see what a raid is like. Maybe there’s a personality clash or a time zone difference. But no matter what, you have to leave a comfort zone and venture into the great beyond.

I was recruited into my Wrath guild from a Trade channel conversation. When I look back on the entire chain of events, it was rather amusing. I was leveling fishing in Orgrimmar and was being sassy in Trade. It caught the eye of one of the guild’s officers and we struck up a conversation in whispers. It was a great talk and he told me they were looking for a healer and asked if I’d be interested in applying and checking out the guild via some heroics. I agreed and spent all of T7 with them. My guilds for T8 and T10 were me joining up with real life friends for short periods of time before I settled back on my “home” realm and had relaxed fun in PuGs.

Cataclysm saw me join a friend from Twitter towards the end of T11. I remained with them through almost all of T12, only moving on due to time zones killing my sleep patterns. I moved on to another guild that fit my time zone requirements perfectly, and joined a group of people that I knew via Twitter and real life.

Each time I made a move, I had to learn new personalities, I had to get to know new people. I had to learn who was the guild gossip, the guild drunk, the guild freak. Some people are afraid of interacting with strangers and it keeps them in a situation they are unhappy with, or it keeps them from joining a guild at all. Sometimes they they think they’ve found a good place, but later discover it’s not as they get to know the guild’s members.

One of the things I like is on our “About” page for my current guild: not only does it talk about some of the guild’s past achievements, but it speaks to some of the guild personalities. I kept a running “Introduce Yourself” thread on my guild forums where people could post a picture (if they so chose–and surprisingly, I think everyone did!) and talk about their hobbies outside of WoW. Making a thread like that public (viewable only, no posting) to non-members gives them a chance to discover if it’s a guild full of hash smokers or alcoholics or if it’s players who are just enjoying the game and all it’s offerings.

The ability to do cross realm grouping with RealID and the future implementation of BattleTags will make engaging with potential applicants even easier. Not only can you now group with an applicant cross-realm (thus saving them the transfer fee and discovering they hate you, your guild, or your realm), invite them into voice chat, and allow them to truly experience some of the guild in their natural element. Recruitment no longer needs to be a “blind” process in which you hope you got lucky and that the good experiences will outweigh the bad.

It sounds corny, but a guild is a home to me. And I’d prefer to stay there as long as I possibly can.

Why Guilds Recruit

I previously wrote that a guild is like a business, and that a successful guild will operate as such. Every business needs employees to operate. They may be your managers, they may stock the shelves or greet the customers. The employees each fulfill a specific role for the team.

A guild may recruit for their rated BGs team, or their raid group, or maybe just social members. Some guilds prefer to remain small and their recruitment list shows that. A guild may only recruit for their PvE or PvP related aspects. Other guilds may like to have a large roster and will look for people who are interested in socializing in addition to the PvE and PvP play styles. It is truly dependent on the whims of the GM and the guild’s officers to shape the direction that the guild goes.

In the Burning Crusade, a player would join a guild because it was a means of getting into raids, getting regular groups for heroics, and to avoid some of the crafting fees. This is in addition to being able to play with people who you (hopefully) enjoyed playing with. In Wrath, players joined guilds for many of the same reasons, but as the expansion progressed, guilds became less necessary as the content became more and more pugged. In fact, I pugged both of my Lich King kills via Trade because my tiny little guild didn’t have enough geared players to do our own raids.

Cataclysm saw a re-emergence of guild growth, but probably for the wrong reasons. It was even commented about last night while I was running heroics with a player from another guild on realm. Players join guilds now for their perks. I mean, who doesn’t want to run back faster from a wipe? Or have reduced repair fees? The ability to mass rez your group in a Heroic, or summon a friend to you for questing? Being a level 25 guild early on in Cataclysm had huge perks–some guilds were even taking any player who wanted to leech perks as long as they were helping the guild push to level  25.  Some guilds stuck to their guns and the guild leveled via the guild roster–and whenever they hit 25, they were good with it.

In some ways, a level 25 guild is a perk that can be used to draw players in via various recruitment methods, in others, it’s a crutch that inhibits guild growth.

Using Perks to Drive Recruitment

In between trash pack pulls in Well of Eternity, I learned a bit about the player we had pulled in to help us cap the weekly guild heroics.

Our healer commented that he had never seen her guild tag before and she stated that they were a new guild with a small roster. We asked what the guild’s goals were and she informed us that at some point, they hoped to raid. She continued the discussion by sharing that it was really hard to recruit to fill out their roster–simply because of their guild level.

The leveling of guilds, while a great concept to unlock perks, makes it hard for any group who reforms (or forms) to get traction in the server community. People don’t want to have to re-level a guild. People want to join and have the guild be level 25 already. I cringe at thinking about ever losing my level 25 perks. It makes leveling a crafter (or a gatherer) even more painful. It’s not that I’m lazy, it’s just that I prefer the quality of life benefits that a level 25 guild offers.

There was one night, months ago, that I sat in voice chat with friends and we were discussing recruitment. And a question was posed that has stuck with me since that night. It had such an impact on me that it was the basis for this post.

What perks do we have to offer to a potential recruit?

It is a simple, yet honest, question. Guilds sometimes lock themselves into the mindset of “well, I recruited you and gave you a slot on my Rated BGs/Raid/Arena team. That’s all you need.” But people who are looking for guilds are looking for more than that. They may or may not admit it, but they want to know what guilds can offer them besides a slot on a team.

Here’s where we go back to the discussion of a guild being a business. When I was getting ready to graduate from college, I began job hunting in earnest. I knew the mindset that I wanted my employer to have (work hard, play hard), but I didn’t want to find a job where there weren’t “perks.” Perks in the business world could be a lot of things: 401(k), health care, dental, and even child care. It could be a large amount of vacation time, it could be a Starbucks in your building lobby. It could be a company car or “Beer and Cookies Fridays.” Business perks can be all the things listed in the benefits package, but they can also be things that define the culture of the company you work for.

My previous employer had a great cafeteria that I could grab breakfast from in the mornings. There was a 1st class gym in our basement that I could use free of charge. We could have our laundry picked up and delivered to one of our campuses. We could have our oil changed and cars detailed while we worked. Once a month our VPs hosted a party on the front lawn with beer, wine, and a ton of food and music.

Those “perks” were in addition to a great health care plan, vacation packages, and the ability to have a flexible work schedule. The perks were great and even though I’ve moved on, I’ve had nice things to say about my previous place of employment.

Let’s be honest, the perks and the culture (that’s another post for another time) of the guild are what will attract players. As I looked at the Guild Recruitment forums earlier this week, I saw some great examples of guilds listing their “benefits” to try and woo players into applying to their ranks.

Some things I saw:

  • “Core” raid slots – this is usually a big deal for raiders who don’t want to have to have a raid team rotation
  • Guild Repairs
  • Flasks for raids
  • Feasts/Food
  • Gemming (gems and cuts)
  • Enchanting (mats)

Core raid slots, flasks and feasts are usually more raid specific than anything. If you were a PvPer looking for a guild, having repairs or the guild providing the gems and enchants you need for your newest piece of Conquest gear is a pretty nice deal. The list above was compiled from raiding guilds recruiting and it addresses basically anything a raider could need! The only thing that a player would be expected to do with these perks is 1/ know how to play their class and 2/ research the boss fights. The farming, the AH fees, the general “cost” of raiding has been absorbed by the guild, leaving the potential recruit the ability to spend their personal gold as they see fit.

Using Activities to Drive Recruitment

Activities show that the guild is active in other avenues and is a great way to engage players outside of the typical raid (or PvP) setting.

If your guild is primarily PvE based yet members have shown an interest in trying out PvP, schedule a fun PvP night weekly for players to get together and learn how to play each BG in a low stress environment. If your roster boasts some strong PvPers, see if they are willing to coordinate the teams and be a teacher–when you fight in mid, what the objectives are of the battle, etc. It’s supposed to be fun and a good team-building exercise, so the coordinators shouldn’t be prone to fits if a loss happens or something goes wrong. PvP is also great for raid teams to learn to work with limited communication while working with a team of 1-2 people while holding an objective.

Another idea could be an alt night. It could be for any level of alts, but members could help with dungeon boosting or crafting (I’m sure if I had a big and brawny level 85 out killing mobs for me to skin, I’d never fear leveling Leatherworking again!). Each week the “host” changes, so they can get time to get assistance with their alt(s).

I’ve seen groups who do “old school” raid nights. Whether it be for Transmog runs or achievements, assembling a team of willing guildies to go and run old content can be fun for everyone. It could be vanilla raids, or even TK for a chance at the Ashes of Al’ar. It could even be more current content, like T11 or T12 where people want to finish up achievements.

I often see people looking for a player to group up with for “2s for points.” What if you could keep that within your guild? Some players don’t care what their Arena ranking is, but they would like to be able to pick up new PvP gear. Maybe there’s a set night each week that people who want to try and cap their Conquest can sign on and teams are divvied up to get their points.

An interesting thing I saw done in Wrath was “physical” guild meetings in game. My guild meetings in BC were done over Ventrilo, but a social guild that I joined picked a spot each month to meet in the WoW universe. The “meeting” was conducted in both a raid group and in Vent, and throughout the discussion there were door prizes. The prizes were donated by officers and the “leads” of the various groups that made up the guild. A bit of backstory here: there was a small RP aspect to the guild and members were “assigned” to one of four houses, a la Harry Potter. Each “house” had a leader who a player could go to with their problems or questions. The leader may or may not be an officer, but it was someone who was aware of guild policy and was respected by the members. The night that I was “announced” to my house, my leader told me to pick one “wish” I would like granted by the guild. It could be an epic BoE crafted or purchased, it could be help leveling a profession or even my character! The prizes were 22-slot bags (pretty pricey in Wrath!), rare pets, and even 1K gold! It was a fun way to engage new (and old) members in the guild!

These are things that can be driven at the officer level, or can be handed off to other members of the guild who are interested in playing an active role that benefits many. They can be advertised on the guild website, put on the guild calendar, and should definitely be included in a recruitment post! Let people know that your guild does more than raid or PvP! Let them know that there are reasons to sign on outside of a raid or a rated BG. By having events to keep the guild active, more players on your server will see your guild tag actively, see more people on when they do a /who, and may be interested in joining your fun!

In Conclusion…

An active guild is usually a happy guild. The more people who are on at any given time means that more people are seeing your guild tag on realm. An active guild website/forums shows an applicant that there is stuff regularly happening within the guild. Activities mean that there’s a reason to get involved. Perks show that the officers are interested in supporting and retaining their member base.

Our first impressions usually come from looking–a concise yet interesting recruitment post, a polished and organized website containing application forms relevant to the content and an explanation of guild policies.

Let applicants get into voice chat and into runs with members they would regularly be interacting with. Allow those moments to be unfiltered so that an applicant and get to truly experience the people that they are going to be PvPing or raiding with. Let them truly get to know the guild and it’s regular players so they can determine if they are making the right choice–and so your guild can decide as well.

Keep your guild recruitment activities up-to-date for your members–they may know of people who can fill slots that you have open! Keep them involved in the recruitment process! One of the best changes I ever made was dropping the officer control on my guild recruitment in BC. The officers and I agreed that we shouldn’t be the only ones making the calls about applicants, though our decision was the final one. We allowed our members to review applications, pose questions and feedback (examples of “Oh, you were the person that trade blew up because you ninja’d a ton of stuff from your guild bank and sold it on the AH” was a legitimate response) about the player. Officers are unable to be all-seeing, no matter how many times we tried to be–so utilize your membership to help fill you in!

Hopefully some of these observations will help guilds grow and enable people looking for new guilds to ask questions that may have never sprung to mind in their application process! Best of luck to everyone recruiting for the end of Cataclysm and the launch of Mists!

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Dragon Soul Tanking – 10M Warmaster Blackhorn

February 2, 2012 2 comments

Warmaster Blackhorn and Goriona

Though once vast in number, only a few dozen twilight dragons now remain. Astride these hardened survivors are the last vestiges of the Twilight’s Hammer army: the elite drake riders of Deathwing’s personal escort. Led by the insidious Warmaster Blackhorn, they move with unholy purpose, driven to protect their dark master. ~Dungeon Journal

Many players will refer to the Warmaster Blackhorn fight as this expansion’s Gunship. The only accurate part of this statement is that there is a gunship involved. Blackhorn is no where near as easy as ICC’s gunship battle was, and the fight requires heightened awareness by all players in the raid.

The fight has two phases that require a raid to be mobile and attentive to their surroundings.

Phase 1

Phase 1 requires your raid team to break up into teams to handle different aspects of the fight. Melee will be focusing on the Twilight Elite Dreadblades, the Twilight Elite Slayers, and the Twilight Sappers. Ranged will be working on the Twilight Assault Drakes, the Twilight Sappers, and assisting the the Elites when there are no drakes to target.

So let’s take a look at adds:

  • Twilight Assault Drakes – These drakes deliver the Dreadblades and Slayers onto the ship, but hang around shooting small purple circles on the deck called Twilight Barrage (Shadow). Twilight Barrage deals 200K damage, which is split between each person within a 5 yard radius of the circle and the ship. Your goal is to have at least 3 members of your raid soak one of these circles, which reduces the amount of damage that the gunship takes. If a player solo soaks a circle, they will probably die unless a cooldown is used. After depositing their riders, the drakes will  be snared  by NPCs using the harpoon guns mounted on the ship and should be focused down by the ranged DPS. The drakes will manage to break away from the ship and will fly off. Once the guns are reloaded, the gunners will recollect the adds for the ranged to resume DPS on.
  • Twilight Elite Dreadblade – The first mob to drop onto the deck each time. Dreadblades cast Degeneration (Shadow) in a frontal cone, so the mob must be tanked facing away from the raid. Degeneration deals roughly40K damage each hit, and deals 3K shadow damage every 2 seconds for 1 minute. The debuff stacks and this add should always die first. The Dreadblades also will perform Blade Rush, a charge that will inflict roughly 100K damage on anyone in his path. The target of Blade Rush and the path the Dreadblade will take are clearly shown on the surface of the ship. This gives players a moment to check their surroundings and completely avoid the damage inflicted by the charge if they are aware. Not avoiding this simple mechanic causes a lot of mana waste for healers and, if the target is already at low health, can kill them. This is also the easiest way to get your raid leader into a frenzied rage if players fail to avoid this visible attack.
  • Twilight Elite Slayer – Like the Dreadblade, the Slayer will also perform Blade Rush on random players in the raid. Unlike the Dreadblade, the Slayer’s attack, Brutal Strike (Physical), is not a conal attack, and this mob can be pulled around the deck for circle soaking without concern for stacked raiders. Brutal Strike deals 150% weapon damage and causes the target tank to suffer 3K damage every 2 seconds for a minute.
  • Twilight Sapper – The Sappers are tiny little Goblins who will drop down on the deck and cloak themselves with a smoke bomb before reappearing and making a mad dash (in a straight line) for the ship’s main cabin. Once inside, they will Detonate their massive load of explosives, causing roughly 250K fire damage to players within 8 yards, causing the gunship to lose 20% of it’s health instantly, and killing the Sapper. Sappers can be slowed, stunned, and Death Gripped back to the front of the ship as the DPS burns them down. When a Sapper spawns, all DPS should immediately switch to him to ensure a timely death.

While you’re fighting the 3 waves of adds that comprise Phase 1, Warmaster Blackhorn is flying around above you on Goriona, waiting to pounce. Goriona is spending this time making your raid’s life a bit more difficult, choosing to cast Twilight Onslaught (Shadow) on the deck of the Skyfire. Twilight Onslaught deals 800K damage which is split between all players within a 10 yard radius. Goriona’s Onslaught is the most deadly and your raid must all move to soak the circle. The only reason a player should remain out of the circle is if a Dreadblade is still active on the deck, and in that case the tank with the Dreadblade should be attempting to solo soak a Twilight Barrage (if one is up).

Tanks should be swapping their adds each time they drop. If a tank picks up the first Dreadblade, they should be getting a Slayer on the 2nd round of adds and then another Dreadblade on the 3rd.

Once all the Twilight Assault Drakes have been dispatched, your raid team has killed 3 waves of Deadblades and Slayers, and the Sappers haven’t destroyed your ship, you’re into Phase 2!

A quick pick of how we (roughly) do positioning. Many thanks to my raid team for running off the ship when I asked them to so I could snap this SS!

Phase 2

Phase 2 is fairly short in length in comparison to Phase 1. There are only 2 mobs in play for this phase and the first can be taken out relatively quickly.

  • Goriona is still around and instead of dropping Onslaughts for the raid team to soak, she is casting Twilight Flames, large circles of purple that you don’t want to stand in. The focus of the ranged (and any melee who have ranged abilities) is to get Goriona out of the picture as soon as possible. Once she reaches 25% health, she will abandon Blackhorn and your raid team can focus fire the boss.

Blackhorn has several things that the raid team should be looking out for:

  • Devastate Physical - Each stack of Devastate lowers the targeted tank’s armor by 20% in addition to damage each time it applies. The debuff lasts 30 seconds. Tanks should be swapping every 2-3 stacks, depending on comfort level.
  • Disrupting Roar Physical - Disrupting Roar causes roughly 50K damage to all raiders and silences anyone standing within 10 yards of him for 8 seconds. Casters and healers will want to position themselves closely to avoid Blackhorn’s Shockwave, but no closer than the 10 yard range.
  • Shockwave Physical - A conal attack that Blackhorn will cast on a random target. Shockwave has a graphical representation on the ground and is the reason that the casters should be fairly close to Blackhorn for their attacks. Anyone who is caught in Shockwave when it hits (the spell has a 2.5 second cast) will take about 100K damage and be stunned for 4 seconds.
  • Vengeance – For every percentage of his missing health, Blackhorn hits your tanks for 1% more damage.

Tanks should save their cooldowns for the end of the fight and rotate them in order to survive the increased damage from Vengeance.

Paladin Pointers

Glyphing Thoughts

These are my picks, YMMV.

Final option is a bit flexible, depending on your gearing and raid. My thoughts:

  • Crusader Strike: Valid for fact that fight is a single mob fight. Increased crit results in more damage and a slightly faster boss death.
  • Judgement: Totally dependent on if you have the 2pc T13 bonus which grants you an absorb shield each time you judge. Basically you get a larger absorb, which helps to reduce healing required, but I haven’t looked to see how much of a bonus you get. Probably not worth it in the long run, but every little bit helps.

Pick whichever one you feel most comfortable with! I typically glyph for threat over survivability, but it’s personal preference.

My logic: Focused Shield because it’s a single mob fight. Lay on Hands for the shorter duration (survivability again, but there’s really nothing stopping you from having a shorter CD on this “save your ass” spell). Divine Protection for the magic damage reduction.

Dragon Soul Tanking – 10M Ultraxion

February 2, 2012 4 comments

Ultraxion

More an abomination of dark energy than a dragon, Ultraxion has spent his short life absorbing the essence of captured nether dragons. Ultraxion is the only twilight dragon Deathwing has praised, and his arrogance is overshadowed only by the crackling energies surging through his twisted form. Loyal to his master, Ultraxion swears to bring about the fall of Wyrmrest Temple. ~Dungeon Journal

Ultraxion is a fairly boring fight as long as you can manage to use CDs and click a button at the correct times. For me, the trash prior to the fight is pretty mind-numbing as well–all I do is run around and taunt and my co-tank picks up the adds off me and pulls them into the center circle for the DPS to kill.

Ultraxion Mechanics

Ultraxion is basically a 1 phase fight, so let’s talk mechanics.

  • Twilight Shift (Raid) – Announces the beginning of the encounter. The fight is done in the Twilight Realm, and only by clicking a button, Heroic Will, can you leave the realm of twilight.
  • Heroic Will (Raid) – Used by the raid team for avoiding death to Fading Light and Hour of Twilight. By timing the click correctly, the player is pulled out of the Twilight realm for 5 seconds, but they are unable to attack for those 5 seconds. The more comfortable you become with the fight (and your lag), you can time button usage in the last seconds of the Fading Light debuff or the Hour of Twilight cast, so you only remain outside of the Twilight Realm for a split second.
  • Unstable Monstrosity (Raid) Shadow - An arcing attack that hits the raid for 300K damage, spread across all players in the Twilight realm, every 6 seconds. This mechanic is one of the reasons you stack for the fight. Every minute that Ultraxion remains in combat results in 1 second shaved off his cast time of the spell.
  • Fading Light (Current tank and 1 DPS) – Cast on the tank currently tanking Ultraxion and one DPS (this is NEVER cast on a healer). Tanks will need to taunt swap and use their Heroic Will button to leave the Twilight Realm to survive. Failure to leave the Twilight Realm when Fading Light times out will result in instant death on the player. Failure to taunt swap results in some poor DPS getting killed due to Ultraxion resetting his threat.
  • Hour of Twilight (Raid) Shadow – A single 300K damage burst to each player remaining in the Twilight Realm when the spell is finished casting. In 10M Normal mode, only 1 player needs to eat the cast and survive it. Tanks can swap off on this duty (1 tank take evens, 1 take odds), but make sure you don’t miss your soak. If both tanks use Heroic Will and there is no one to absorb the damage of Hour of Twilight, the Aspects will die and the raid will wipe.
  • Twilight Eruption (Raid) – If 6 minutes pass without a kill, Ultraxion explodes and wipes the raid.
  • Twilight Burst (Raid) Shadow - If the raid is not within melee range, Ultraxion will cast Twilight Burst which hits each raid member with roughly 75K in shadow damage every second. In addition to the attack being unable to be resisted, it also increases magic damage taking by 50% for 6 seconds and stacks.

If you have a custom UI that may hide the Heroic Will button, you can create your own by opening your macros pane and creating a macro with /click ExtraActionButton1 as the text. Stick it on your bars are you are good to go.

Aspect Buffs

Each aspect will grant members of the raid with a certain buff. The tanks and the raid do not need to seek out their buffs (Last Defender of Azeroth and Timeloop, respectively), but the healers will need to be aware of their buff spawn timers in order to grab crystals.

  • Last Defender of Azeroth – Gifted to the tanks by Thrall, it reduces the CD on defensive cooldowns by 50% and increases their duration by 100%. Thrall casts this spell at the very beginning of the fight.
  • Gift of Life (Red) – Cast 1.5 minutes into the fight, Alexstraza will buff 1 healer with a spell that increases all healing done by 100%.
  • Essence of Dreams (Green) – Cast 2.5 minutes into the fight, Ysera will buff 1 healer with a spell that causes each heal cast by that healer to be mirrored and distributed across all members of the raid.
  • Source of Magic (Blue) – Cast 3.5 minutes into the fight, Kalecgos will buff 1 healer with a spell that reduces the mana cost of all spells by 75% and boosts spell haste by 100%.
  • Timeloop - Cast 5 minutes into the fight, Nozdormu buffs your raid with the ability to die, once. The first blow that a player receives that will kill them will instead heal them to 100% of their health, but remove the Timeloop buff.

Icy Veins recommends the healing buffs go as follows:

2/1 Ultrax WoL Spell Usage

Paladin Pointers

Glyphing Thoughts

These are my picks, YMMV.

Final option is a bit flexible, depending on your gearing and raid. My thoughts:

  • Crusader Strike: Valid for fact that fight is a single mob fight. Increased crit results in more damage and a slightly faster boss death.
  • Judgement: Totally dependent on if you have the 2pc T13 bonus which grants you an absorb shield each time you judge. Basically you get a larger absorb, which helps to reduce healing required, but I haven’t looked to see how much of a bonus you get. Probably not worth it in the long run, but every little bit helps.

Pick whichever one you feel most comfortable with! I typically glyph for threat over survivability, but it’s personal preference.

My logic: Focused Shield because it’s a single mob fight. Lay on Hands for the shorter duration (survivability again, but there’s really nothing stopping you from having a shorter CD on this “save your ass” spell). Divine Protection for the magic damage reduction.

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