Glow's branches

Ramblings of a resto druid

Category Archives: raids

A close look at mana potions

Managing mana is one of the fun things about healing that I’m glad Blizzard have added back into our game.

There’s a school of thought that any mana left at the end of a fight is mana wasted, and that if you’re managing your mana well you should be using every consumable, cooldown and trinket available to you to squeeze every last heal out by the end of the fight.

Well. The main game is beating the boss. Our role in that is to keep people alive, but if I can’t do that because I’m doing my utmost but running out of mana then I need to take stock of the consumables and cooldowns I’m using and make sure I’m optimising that.

So a close look at the three mana return potions available:

  • Mythical mana potion
  • Mysterious potion (alchemists only)
  • Potion of concentration

I’ll review these below, using their raw numbers, not adding in any alchemists bonus in order to keep it simple and generally applicable. It doesn’t change the *relative* value of these potions.

The options

Mythical mana potion: Restores 9250 to 10750 mana. (1 Min Cooldown) (Average = 10000 mana)

The stock-standard mana potion. As with all potions, useable once per fight. It doesn’t matter when you use this, as long as you have a deficit of at least 10750 mana and you aren’t in the middle of an innervate (or mana tide or similar) that will overfill your blue bar.

Mysterious potion: Restores 1 to 30000 health and 1 to 15000 mana. (1 Min Cooldown) (Average = 7500 mana)

This is an alchemist-only potion, and in any case unless you are after an instant health boost as well, doesn’t seem worth it. Also, as the range of possible returns is so large, it’s not something you can rely on. And reliability is a huge factor when we want mana back and want it back now. (But it is cheap to make if that matters to you.)

Potion of concententration: Puts the imbiber in an elevated state of concentration where they can restore up to 22000 mana over 10 sec, but they are defenseless until their concentration is broken. (1 Min Cooldown)

This delivers more than twice as much mana as the standard potion…. but what’s all of the defenselessness about?!


The concentration potion puts you to sleep for 10 seconds. Anything that would break spell casting, like moving, being stunned, silenced etc will break the effect. While you sleep you regenerate 22000 mana. If your concentration gets broken half way through, you will have regenerated about half of that. Clearly the best way to use this potion is to get 10 seconds worth of sleep out of it, and hence the full 22000 mana.

“But hang on, Glow!” you’re saying. “When can I afford to sleep for ten seconds?! The raid will burn to death, the tank will die, and the other healers will point at me in rightful indignation!”

This is a good question. When can you afford to sleep for ten seconds?

When to sleep

Any time that you don’t need to move for 10 seconds, and your heal assignment isn’t taking much damage. If it’s a possibility for another healer to cover for you in that time, chat with them about it before the pull and see if it’s okay, then call over Vent when you’re about to take the potion.

Some specific times I use mine:

Magmaw: During vulnerability phase. This is a no brainer. Raid damage can be heavy on magmaw, plus I keep HoTs rolling on the tank, so I often have mana issues on this encounter. I innervate early on, and usually use my concentration potion in the second vulnerability.

Maloriak: During a blue phase. This will depend on your role and the random order of the phases. My role for the fight is healing the add tank, and off-healing the raid. If the second round of blue/red has blue first, my add tank will not have adds yet, and the raid damage is light, and I don’t need to move, so I can safely sleep knowing the other raid healer will cover the iceblock targets.

Chimaeron: During feud. Yes, you read that correctly, during feud. I’m tank healing for Chimaeron (I’m guessing lots of druids reading this are too). For the first feud I pop WG Tranquility WG and innervate myself. For the second feud our shadow priest pops hymn and PoHs. I throw a WG, sleep for 10 sec and then start hotting up the tanks.

Snoozing during Feud

I haven’t used Potions of concentration in Bastion, all of the bosses there have so much movement that I haven’t seen a good ‘window’. Open to suggestions though 🙂

In summary

If you haven’t tried sleeping during raids yet – it’s time to start! Quite a few of the BWD fights have healer ‘downtime’ phases where movement isn’t critical, so look for an opportunity to use a Concentration potion. And discuss it with your other healers, you might find it helps to coordinate when you’re each sleeping. Nothing like a nap rotation 🙂

Healing Atramedes 10 man – resto druid thoughts

Atramedes has two phases, a ground phase and an air phase. He starts out on the ground, and this is the most healing intense phase. He stays on the ground for 80 seconds then takes off. His air phases lasts for 40 seconds, and in general that will be a good regen phase for us healing. He then lands again and repeats this until he dies.

Atramedes has an unusual mechanic in that he is a ‘blind’ dragon and uses sound to feel out his prey (us!). When you engage him you get a sound indicator showing if you’ve tripped any of his sonar pulses, and the higher your sound indicator the more damage you take from his attacks (because he knows more accurately where you are… or something.) If you reach 100 sound, he knows exactly where you are and erases you with his magical fire (or something… anyway – you die.) So the aim is to avoid as many of his sound based attacks as possible.

We position like this:

Atramedes - ground phase positioning

The  yellow circle is Atramedes, the skull is Atramedes’ face munching on our main tank. We have a tight ranged camp shown in the green circle and a loose melee group ranged around Atramedes’ rear quarters.

When I heal this fight, my role is raid healing and keeping hots rolling on our tank.

Phase 1:

Atramedes during his ground phase has a number of abilities that you’ll need to watch for as a raid/tank healer.

  • Modulation: this is a room wide aoe pulse. Everyone will take about 40k damage and gain a little bit of sound (7 sound level). I throw out a Wild growth after each modulation, and a RJ on anyone that’s really low.
  • Sonar Pulse: 3 or 4 little disks of sound will emerge from Atramedes and travel fairly slowly radially otwards. They are aimed at a player when they spawn, but they don’t deviate from there path once the player moves. We have the melee fairly spread to make it easier to avoid theirs since they are close, and the ranged staying tightly bunched so we can side step the pulses pretty much as a group. This positioning is also to help us with his next ability:
  • Sonic breath: this is a breath weapon that targets a specific raid member. Atramedes turns to face the Sonic breath  target, then after a second or so starts breathing sound at them. This is a bad bad thing to stand in. We have range targets of the strafe right, while the rest of us step left a little. I throw a RJ on the strafer as they run off, in case they get a tick of sound/damage. This is the main thing that causes wipes for us, when things go wrong with the breath kiting, sound levels of the raid can get very high.
  • Searing flame: (I like to call this “Searrrring FLAME!!!” because Atramedes has a funky voice) this is a raid-wide aoe that is interrupted using the gongs. Be aware that one or two pulses of this can go ou depending on the latency of your gong-ponger.  Also, it does more damage to those whose sound is high – so it helps to know who in the raid have high sound and throw them an extra heal going into the Searing flame.

I tend to save my tranquility for when the raid damage is high and you’ve just had a sonic breath/sonar pulse so you know you won’t have to move.  Use treeform early though, you’ll probably get 2 or three opportunities to go tree, depending how long your kill takes.

Phase 2:

Once he takes off, we scatter to the edges of the room, like this:

Atramedes - Air phase positioning

In this diagram, X is the initial sonic breath target, and star is the designated gong-ringer.

Duting his air phase, Atramedes continues to try to ‘locate’ (ie: kill) your raid, using these abilities:

  • Sonar pulse: more pulsing yellow circles to avoid, this time indicating where a sound missile is about to land. Everyone needs to stay out of these as much as possible.
  • Sonic breath: he targets this at a raid member a couple of seconds after taking off (variously reported to be the person with the highest sound, but this is hard to predict).  Again, the breath needs to be kited, but unlike his ground phase, he doesn’t stop casting it, AND it gets faster and faster AND it leaves a trail of fire on the ground. The fire does a bit of damage, and leave a (dispellable) dot. The fire is not a major worry unless people are already low on health, and there are lots of gaps in the fire trails. However the Sonic breath IS an issue.

In the air phase, the Sonic breath is interruptable by a gong, and our strategy is to have another designated gong-ponger that has a form of speed boost. We have variously used a rogue, a shaman or a druid or a worgen (or combinations thereof). As a druid, I can’t use Dash on every air phase, as it has a 3 minute cooldown, but the air phases are two minutes apart. So when we use druid kiting, we alternate with another kiter for each air phase.

Atramedes takes flight

Breath kiting:

Kiting is fun! When I kite, just before Atramedes takes off, I pop into kitty form and wander over to a gong on the far side of the room (eg star in our diagram above). Atramedes’ breath target is announced, and I watch that person run away from the big laser beam of death. When I think they are getting a bit close, I use the gong beside me and start moving off around the edge of the room.

The beam takes a while to get to you, but it will ‘appear’ where you were, so I don’t wait for it, I start moving as soon as I click. I’m zoomed a fair way out so I can see how close it’s getting. Once I feel it’s starting to catch up, then I pop Dash, and keep running around rim of the room.

As a guide, if I ring the gong where star is in my example diagram, I’m usually around about where X is before I pop Dash. And I’m usually around to where the green tank symbol is by the time Atramedes lands again, and the beam is getting a bit close, but not dangerously.

Phase 1 again:

So now it’s back to ground phase, with the added complication of that fire from the air phase still being on the ground.

Our ranged once again cluster up, finding a ‘safe spot’ fairly clear of fire. If we need to kite Sonic breath through existing fire, sobeit. Make extra sure you have a hot or two on the breath kiter in ground phases from now on, as they may be taking extra damage.

That’s it! Rinse and repeat three or four times and you’re done.

The Atramedes experiment fails

Preparing for raids

Sitting at work, I realised that I was looking forward to raiding tonight. This should be no surprise, but as I was working away on my mundane tasks I realised that I was also thinking through what I need to do to make sure I’m ready for the evening’s adventures.

My guild is a casual guild (we only raid two nights a week for 3 hours a night) but when it comes to getting ready to raid each week, maybe I’ve carried over habits from my hardcore raiding days. Or maybe I’m just a little bit of a control freak and like to have everything uber-organised.

Anyway, for what it’s worth, how I prepare for raiding: obtaining consumables, knowing the strategies and getting into the right frame of mind.


Our guild generously provides consumables for folk who don’t bring them. I spend lots of time online playing outside of raids, so I don’t see any reason not to provide for myself. Plus I like to be self-sufficient in any case and know that I have enough of everything (more evidence for my control-freak personality). So here’s the food, flasks, pots and other bits I stock up on each week.


I carry:
How to obtain these:

You need to have a cooking skill of 500 to make the sagefish, 475 for the guppies, and a total of 6 cooking daily tokens to buy both recipes. The Cooking dailies are ultra-easy, so they are worth doing to buy these recipes.

The sagefish come from coastal open water in Uldum or Twilight highlands; there are no schools of these delights, so you’ll need a high level of fishing and/or some lures. The guppies come from inland river/lake pools in Twilight highlands, and so you can catch these even if you have a fishing skill of 1.

You can buy these at the AH of course, but I’d like to encourage anyone seriously raiding to level cooking and fishing. Even if you aren’t online a huge amount, it will save you heaps of gold in the long term. Plus fishing is a nice easy thing to do while waiting for the raid to form up, or while you’re on ‘sit’ duty.


Why do I carry both fish, when the sagefish are a super-set of the guppies? Well to be honest, the sagefish are pretty painful to fish, so I tend to save them for when I think I really need them. So when we’re still learning a boss and wiping in the first 30 seconds, I tend to use the guppies. When we’re making headway and I feel having a ‘bit extra’ might make the difference between winning and losing, I switch to using the sagefish.

Our guild just got the Seafood Magnifique achieve, so we’ll probably be dropping feasts in raids now, So I may cut back to jst one stack of each fish, but I’ll still bring them just in case 😉

Flasks and potions

I carry:
How to obtain these:

Again, you can buy these from the AH I guess but they are fairly expensive at the moment. Glowberry is a herbalist/alchemist, so I gather my own herbs and create my own concoctions. If you have a herbalist, it might be worth collecting the herbs and asking an alchemist in the guild to make the flasks and potions for you, espcially if your guild has an elixir or potion master.

Basically I do three farming loops to collect my herbs:

  1. Twilight Highlands: for the jasmine and cinderbloom in the Int flask and mana potion. I loop around the southern part of the zone, doing a fairly broad sweep back and forth.
  2. Vash’jr: for the Aszhara’s veil in the Int flask and the conctration potion. I loop around the central ‘abyssal’ area of the Abyssal depths; but the veil grows across most of Vash’jr, so there are plenty of other loops you can use. It’s also almost always worth doing a loop of Tol Barad. If noone else is there herbing you can collect a stack of veil in five minutes, which is a nice quick way to keep stocked up.
  3. Uldum: for the whiptail in the mana potions. I just do the usual loop following the edge of the inland water courses. I went a bit crazy collecting whiptail for making my Tsunami deck, so I can pretty much auto-pilot this route while asleep.  Again, whiptail grows on the TB Peninsula, and you can pick it whether your faction controls the zone or not. So if Uldum is really busy it may be worth checking if there is any around the crocodile area at TB.

Our guild can create cauldrons for the raid, but again I tend to supply my own flasks  – as at our glevel the cauldron only supplies 7 flasks.

I carry the spirit flasks, but I don’t use them much, so I don’t tend to farm to keep them topped up. If you want to collect herbs for these, you’d want to go to Deepholm for the heartblossom, instead of collecting twilight jasmine in the highlands.

My mana potion of choice is the concentration potion as they deliver twice the mana. But you’ll need to look for opportunities during specific encounters and plan for them. I carry both potion types for that reason. (There’s a whole post to be written about conc pots, but I won’t clog this post up with that discussion.)


I carry:
How to obtain these:

You’ll need a first aid skill of 500 to make or use these. If you’re finding it hard/expensive to get your hands on enough cloth, I can recommend killing the combatants on the shore in Twilight highlands. It’s not a *huge* amount of cloth (unless you’re a tailor) but the mobs are all tanked for you by the opposing faction, so it’s easy farming – especially if you have two healing specs.


Okay so I haven’t *relied* on bandages since lvl60-Loatheb days. But I have used them when I’m totally out of mana and used every cooldown I have. For those that may not realise: you can bandage other players (that aren’t being damaged) so if it helps survive one of those 1% wipes, whip out a bandage!

A final note regarding consumables:

I don’t use all of the above consumables every week, this is just what I carry with me. So I don’t always restock each week unless I feel I don’t have enough to last me through 2 nights of raiding. So each week I might only do a small portion of the collection to restock.


I like to go into a raid encounter knowing it. This can mean a number of different things, depending on whether you’re approaching it for the first time, or working on it from a progression standpoint, or just going in and doing it well once it’s under your belt.

But regardless of my level of experience with the encounter, I like to step back and think through both the general strategy and my specific role in each encounter, and kind of rehearse that to myself.

The sort of questions I ask myself for each boss in a raid instance:

  • What will I be doing in each phase? Where will I be standing, when will I be moving, what will my priorities be?
  • Am I healing the tanks or the raid? Which raid members will be likely to be taking the most damage? Can I position myself to make sure these people are in range?
  • What are the high damage phases, and the low damage phases? When will I use my cooldowns so that I get most benefit from them?
  • When can I get a bit of ‘regen’ time in, and when’s the best time for me to use innervate and/or trinkets?
  • What consumables will I use and when?
  • What did I do last week on this encounter? Did it go well? what did I forget? How can I improve on that?
  • Is there anything I need to clarify with the raid leader/healing leader?

Sometimes I’m just thinking through these things during the week, when I’m sitting on the tram or having a cup of coffee at work. But I always run through those kinds of questions in the hour or so leading up to the raid, and before each boss once we’ve zoned in… Which brings me to my last preparation point.

State of mind

I need to be relaxed, or at least calm when I step into a raid instance. Yes, I’m excited to be there, and be working with a great team of like-minded raiders. But if I step up to the plate and I’m feeling stressed, I know I won’t enjoy the evening. And raiding should be enjoyable. It’s fun!

Knowing what stresses you can help a lot. For me this means not feeling rushed.  I need a good 30 minutes of free time before the raid foms up to know my consumables are sorted and review to myself what my role is for the night. I know for example I shouldn’t try and fit in a heroic before raid. If I miss out on the 70 valor points for that day, sobeit. If I have to dump a pug mid-instance and rock up outside the raid 2 muntes before we zone in, I’ll be panicking about whether I’ve remembered everything or not.

A good spot for some peaceful pre-raid fishing

So I’m online at about 7pm for our 7:45 raid forming up. I check all my consumables, make sure I’m repaired and go grab a drink or a snack. I can park outside the raid or go throw a line in a pond somewhere and wait to see if I get a raid spot.

Luck favors the prepared – Louis Pasteur

Magmaw drakonid trash

The double drakonid pull just before Magmaw is pretty brutal. I’ve briefly described how we handle them in my Magmaw post here – but as I’ve had a few folk ask specifically how we handle them I thought I’d describe this pull in more detail here.

Excuse the Maths, but this pull is all about the geometry.

We set up in an obtuse isosceles triangle arrangement, as shown below. the Skull and the Cross are the two drakonids, the yellow circles are the radius for the thunderclap; only the tanks and melee should be damaged by this. The red ‘plus’ and blue ‘fire’ is the ranged/heals camp.

Positioning for double drakonid pull

The rationale and details for this positioning:

The drakonids will each charge the furtherest raid member from themselves, and you want that to be the tanks rather than a squishy cloth person. If you set up as shown, the distance between the each drakonid and the other tank is greater than the distance between a drakoid and the ranged group. See below:

Obtuse isosceles triangle

We mark a reliable ranged dps and tell the ranged and the healers “stack on the mark”. It’s important to be fairly tightly stacked, if you wander too far back you may end up further away from a drakonid than the other tank. If you wander too far forward you will start getting damaged by the thunderclap.

When the drakonids charge, they will stun their tank for a few seconds, so healers will need to heal their tanks hard right after a charge. Also, this often brings the drakonids slightly closer together, so the tanks may need to take a couple of steps backwards once the charge-stun wears off, or the range may need to edge back just a bit to avoid the thunderclap.

The drakonids enrage once their parter dies, so we dps the skull mob down to around 15% health, then switch to kill the cross mob (before he gets really cross, har har) and then dps back to skull to kill him quickly. Healers should be aware that skull will be hitting the tank fast and hard at this point, so both tank healers should be healing the remaining tank.

And that’s it! I have a video I took of this last night that I’ll upload once I’m back home from work, but hopefully the diagrams are helpful.

Edit, Video: this isn’t a clean kill, and I screwed up towards the end so my tank dies. And then the other tank dies… but that happens 🙂 Hopefully it will show the positioning and shuffling I talked about above 🙂

Magmaw kill video – tank pov

Our guild’s latest Magmaw kill, from a main tank’s point of view. A bit messy, parasites in the raid at one point, but no deaths 🙂


(Don’t tell @magmaw I posted this >.> )

Being asked to heal

Playing a hybrid class brings lots of utility to a party, a raid, or even a guild. But when it comes to crunch time and you are asked to perform a role you don’t enjoy – how do you respond?

Lets consider a scenario. Glowbird is a moonkin. She’s researched her class, geared/gemmed/chanted/forged for dps, practiced on dummies for hours, poured of the spreadsheets… she lives to burn her enemies with white lasers from the sky. When the raid is in trouble she casts tranquillity. When the tank is down she casts rebirth. When the healers are down she spams Healing touch until she has no more.

But she hates healing.

She tried it a few times – healed some heroics for guildies early in 2008. It wasn’t disastrous, but she didn’t enjoy it at all. It was another layer back from the combat, and she felt like an onlooker rather than a participant. Why play when the other four party members played and she only got to watch? No. Thanks.

And then one evening, they can’t fill that last healer spot and the raid leader asks Glowbird to heal for the night.

The question itself ellicits a number of different reactions, and it’s highly context dependent, but it interests me. It also provokes a number of questions that I’d like to discuss here. There’s also a parallel discussion for ‘being asked to tank’, so replace ‘heal’ with ‘tank’ if it best fits your own role.

If you’re a hybrid class and you don’t mind healing, you have a healing offspec and a few bits of gear aside for that role… then I’m assuming you’d probably say ‘yes’. If you say yes but feel uncomfortable about raid healing, you might let your raid leader know “I’m a bit rusty” or “as long as it’s just till Glowberry is back” or similar.

But what if you actually dislike healing? Is it okay to just say ‘no’?

By playing a hybrid class, you can sometimes feel very ‘put on the spot’ when you’re asked to pinch heal, knowing that if you say ‘no’ the raid might not go ahead. This can be really awkward, especially when there are genuine reasons for saying no, that go beyond ‘I just don’t feel like it’.

So the question is: when you roll a hybrid class, do you sign up for a hybrid role?

This kind of thing is thrown around in trade chat and/or pugs with reckless abandon; usually Glowbird would be told something like “if you want to dps, reroll a mage”.

Is Glowbird within her rights to say “I rolled a druid to play a moonkin, it’s what I enjoy and am good at. I’m really sorry we can’t raid tonight, but I’m just not a healer.” Or are the other 24 raiders right to quietly look upon her with scorn?

Or is she obliged to respec and give it her best shot, for the benefit of the raid?

(And will anyone wonder why she quietly gquits one Tuesday night?)

Soloing Magtheridon

I knew some amazing death knights had soloed Magtheridon at 80, and we’d 3-manned him at 80 – so I was keen to go and see how tough he was for a level 85 character.

He was tough.

Vermin! Leeches! Take my blood and choke on it!

I’d read that his channelers were the hard part of the fight. Five of them, and they cross heal. The damage of five channelers + their summons + Magtheridon beating on me is too much to survive. SO the aim is to kill them, and then Mag.


  • Spec: – Kind of a munted feral  build, aiming to make sure I had King of the jungle plus tanking talents.
  • Gear: most of my feral gear is gemmed/chanted for tanking, but I have a few duplicate slots where I have a dps piece. So mainly I was wearing tank-ish pieces, which wouldn’t be my preference. If you can wear all-out dps gear, that would be optimal.
  • Consumables: Flask of the Winds and Potions of Tol’vir. I should have brought some dps food as well. I prepotted on the pull so that I could use two potions.


I tried this with multiple different strategies before I was successful, so I’ll outline the way that worked. It’s still a bit luck-of-the-draw, depending on how the channelers decide to cross heal.

I started the pull in cat form, standing on a channeler, popping a potion of Tol’vir, then Tiger’s Fury, then engaging. My aim was to get max dps bleeds up before switching to bear form as the other channelers arrived. I knew I wouldn’t kill the first add, but I wanted to have DoTs ticking on it.

Once the others rocked up, I switched to bear form, enraged, popped berserk and my trinkets. Then I mangle spammed with one finger hovering over the Skull bash key to interrupt the heal of my target. I threw in a Maul when I had enough rage. If I killed two channelers before Berserk was over, then I knew it was game on. Any less than that, it was game over – I’d Shadowmeld to reset it then wait for all of my cooldowns to come up, then start over.

So after killing two channelers, I was good to continue; the aim is to survive until berserk comes up again. Magtheridon becomes active at some point before that, so I just popped mitigation cooldowns as needed, waiting on berserk while tanking Mag, the three remaining channelers, and all of the Abyssals.

I timed going Berserk just after Magtheridon finished on of his spates of throwing me around the room. I made sure I had a channeler targeted, chugged another Tol’vir potion, popped trinkets, and mangle spammed again. This time with only three up, the cross healing is much less, so I killed all three, then onto Matheridon.

Finishing off the channelers. Aka: Magtheridon's sword in my face.

Once the channelers and the abyssals are dead, it’s just tank and spank till Magtheridon dies. He collapses the ceiling at 30% health, but that’s not a significant dent on a lvl 85 health pool. I shifted into cat to maximise dps, shifting back to bear as needed to self heal.

So after a few days of going back in and trying with different setups, I finally killed him solo and got to enjoy the spoils: random tier 4 chests, 490g and a huge demon head on a stick.

One large dead pitlord. Hoo-ray!