Mar 192010
 

Today, I’d like to take a look at the trinkets available to kitties in 3.3, and do some analysis on the best choices available. (Yes, I’m working on a post on DPS rotation mods as well, but that requires screenshots and installing and stuff, so that’ll take a few days.) There’s quite a few choices out there…some of the old items remain quite good, however. Let’s check them out. First, the list, sorted by location:

Before we jump in, the largest factor affecting the value of trinkets for ICC25 raiders is the critcap. Many of these trinkets have or proc crit. Crit has always been a decent stat for us…not as good as Agi or ArP, but better than anything else (not counting Str, since that’s not usually found as a secondary stat on leather). Once you reach the crit cap for white attacks, however (pretty easy in ICC25 gear), then crit drops in effectiveness. It’s not “bad,” so to speak, since it still affects your yellow attacks (especially with the 4pT10 bonus) but it becomes a worse stat to stack. At this point, you’ll be preferring ArPen proc trinkets until your ArPen is high enough, then Haste or AP.

ICC:

ICC gives you three trinkets- one great, one meh, and one crap. Deathbringer’s Will is by far the BiS trinket for ferals. The static ArP really helps with stacking ArP (as any feral raiding ICC25 should be trying to do), and all of the procs are good for you. (Plus, you can shift to flight form and fly as a Taunka, stealth as a Taunka, etc. Really cool.) You’ll have to fight several others for a chance at it, though. Sadly, I haven’t seen one drop the past four weeks. The Tiny Abomination in a Jar is absolute crap, though. Don’t touch it. The proc’ed Mote attack uses your unimproved paw damage, and can’t proc OOC. It’s about as strong as a blue for us…just ew. Finally, the Whispering Fanged Skull from 10M is very good. Unfortunately, it has +crit (see above.) Good for ICC10, but falls off a bit after that.

TOC:

Just like ICC, you have one great trinket and one mediocre. Death’s Verdict/Choice is an excellent trinket (currently my #2). Unfortunately, it has the same critcap problem as the WFS since it procs agility. The agi proc is so massive, though, that the increase in special attack crits mostly compensate. Victor’s Call/VOTF from 10M is pretty bad, unless you’re very well geared and have 0 expertise (ie the lack of expertise is causing you to be prematurely crit-capped).

Ulduar:

Ulduar is trinket heaven, especially on hard mode. The cream of the crop here is the Mjolnir Runestone. Of the three ArP proc trinkets, this is the best in most situations, and remains a very good trinket until your ArP level is high enough to make the proc less useful. It’s better than the Scorpion since it procs on hit, not crit, giving it a better uptime. Comet’s Trail is also very good, and has no cap issues, but it’s not exactly easy to get (Algalon 25 drop). Blood of the Old God is decent, but the large amount of +hit makes it hard to use fully. If you can use it and keep under the +hit cap, it’s pretty good. The rest? Dark Matter is good but will critcap you very quickly (612 crit rating proc? Ouch), and it’s hard to get (Algalon 10).  Wrathstone and Pyrite Infuser are obsolete, though they’re still decent and better than some other options.

Naxx:

Grim Toll is generally the worst of the three ArP trinkets, but it actually retains its value a bit longer. T10 gear tends to lack hit in favor of crit; if you’re critcapped, then GT can be used in place of MR or NES, and actually is the superior option (especially if you have enough ArP that you waste some of the proc from MR or NES). There’s several other trinkets here that are decent for starting ferals, though finding a Naxx run is almost impossible these days.

5-mans:

Besides some blue trinkets from the normal instances, there’s two you’re looking for: The Needle-Encrusted Scorpion from H FOS and the Banner of Victory from N TOC5. As previously mentioned, the Scorpion is a great trinket and remains competitive up though ICC25; however, it’s not as good as the Runestone, and depending on your situation, may be worse then Grim Toll. The Banner is a great starter trinket, seeing as you can grind N TOC until you get it- be prepared for a wait, though, because it only has a 7.5% drop rate.

Badges/Crafted:

The real star here is the Herkuml War Token. It’s expensive (60 EoF’s) but it’s currently the #2 BIS trinket, once you have enough ArP to devalue the ArP proc trinkets. Haste scales with haste and has no cap issues (so you really need the WF/IIT buffs to make this effective, but it’ll keep getting better). Shard of the Crystal Heart and Mark of Supremacy are much easier to obtain, but they’re pretty mediocre. They have tons of +hit, which isn’t a great stat for ferals at early gear levels…and once you get to higher gear levels, you’ll have access to better anyway. It’s an option if you’re unlucky with drops, I suppose. If you’re just starting out, the Mirror of Truth is still a very decent trinket, and cheap as well. Finally, the Darkmoon Card: Greatness remains very good for its item level, and it’s also a great tanking trinket. I highly recommend new feral druids picking one of these up if you can afford it.

Top 5 List/Conclusion:

To conclude, I’ve come up with three different Top 5 lists. Why 3? Well, a list including ICC 25 items isn’t very useful for an new player/alt just starting heroics. :P I’ve run appropriate gearsets with appropriate buffs through Rawr, and the numbers are below (100′s of dps…so 2.5 means 250 dps…take numbers as very loose approximations).

Starter (Heroics):

  1. Needle-Encrusted Scorpion (HFOS)- 2.5
  2. Darkmoon Card: Greatness (Crafted)- 2.1
  3. Banner of Victory (N TOC)- 1.8
  4. Mark of Supremacy (50 EoT’s)- 1.7 (assuming you can use all the hit)
  5. Mirror of Truth (40 EoV’s)- 1.6

The Scorpion and the DM:G are easily your best options at this level; the others are pretty interchangeable. If I was starting over, I’d purchase the DM:G and toss some random blue/green in the other slot until I got the Scorpion.

Pugger (TOC 25/ICC 10, no access to Algalon, saving EoF’s for T10):

  1. Whispering Fanged Skull (ICC 10)- 3.9
  2. Death’s Verdict/Choice (TOC 25)- 3.8
  3. Mjolnir Runestone/Needle-Encrusted Scorpion (Uld10HM/HFOS)- 3.5
  4. Darkmoon Card: Greatness (Crafted)- 2.8
  5. Banner of Victory (N TOC)- 2.3

Not much to say here: WFS/DV (or DC)/ArP trinket…pick two.

Raider (ICC 25)

  1. Deathbringer’s Will (ICC 25)- 5.6
  2. Herkuml War Token (60 EoF’s)- 4.9 (my #1 atm)
  3. Whispering Fanged Skull (ICC 10)- 4.7
  4. Death’s Verdict/Choice (TOC 25)- 4.6  (my #2 atm)
  5. Mjolnir Runestone/Needle-Encrusted Scorpion (Uld10HM/HFOS)- 4.6

Things get interesting here. DBW is massively better than the alternatives, but #2 is pretty close. The ArP trinket can fall anywhere from #2 to #5 (or lower) depending on your current amount of ArP, among other things. If you’re just starting ICC25, then it’ll be ranked higher; once you pass the ArP softcap, its value will drop. If you get to ICC hardmodes and start shooting for the hard ArP cap, there’s not much change: Heroic DBW, DBW, Herkuml, Heroic DV/DC, Heroic WFS, WFS.

Well, that should wrap it up for trinkets until Cata! If you disagree, have questions, or whatever, post a short comment here, or feel free to use the TFD forums. Thanks for reading!

Mar 172010
 

After long hours of tweaking, I’m happy to announce that the new website is ready for your viewing pleasure. Please visit http://fluiddruid.net for continued shapeshifty goodness!

If you subscribe to this blog via RSS, the new feed address is http://feeds.feedburner.com/fluiddruid (or click the large orange button on the new website!) Please update your feedreaders, as I will not be posting to the old feed from now on.

New Features:

  • Forums! This is the part I’m most excited about. Blogs are great for one-way conversations, but they tend to be lacking for in-depth discussion. I hope to build a good-sized community of fellow WoW players here who are interested in developing their skills. (Of course, if you just want to post lolcats, that’s totally cool too.) Please let me know what you think, either via comments or on the forum. I’m still working on the forum themes…it took me 3 hours tonight to figure out why my theme wasn’t displaying any buttons. Finally realized that the board language was set to American English (enUS) but the theme images were set up for British English (en). Bah.
  • Wowhead tooltips! All those kitty gear guides that I posted previously? Now Powered by Wowhead (TM).
  • Kickin’ styles! Well, sort of. This will be my first site, so I’ve taught myself bits of CSS, PHP, and phpBB over the past few days. I now know enough to be overconfident. :)

About the Ads:

You will quickly notice a small Google Adsense box on the new website, so I’ll address that now. This is up here primarily to appease my significant other, who wants to know why I waste so much time on some silly blog. :) I get a lot of traffic from search engines from people who come here for one of my guides and disappear–this is who I am targeting these ads at. Most of my regular visitors have some sort of adblock tool installed anyway, from what I understand, so hopefully this is not an issue. The forums and RSS feed will remain ad-free. (Unless someone offers me like three figures. Yeah, I’m cheap.)

To Come:

Now that the site coding/design work is at a lull (for now), I’ve got several topics that I hope to knock out posts on soon.

  • Cat Gearing Guide, Part 4 (ICC-25): Let’s get to the good stuff.
  • Kitty Trinket Analysis: Should I use the Deathbringer’s Needle-Encrusted War Token, or the Whispering Verdict of Victory? We’ll figure it out!
  • PanzerKitty: What to Do When the Boss Likes You
  • Advanced Feline Concepts: A few tips on how to eke out extra bits of DPS on each encounter.
  • Auto John F’ing Madden: How to use Ovale to maximize your DPS
  • Why Hunters Must Die for Stealing our Weapons…err, okay, that’s enough for one day.

I’ll be adding many more sites to the blogroll…please post if I’d already talked to you, as I’ve got a lot going on right now. Enjoy the new site!

 Posted by at 11:00 pm  Tagged with:
Mar 162010
 

I haven’t put pen to paper fingers to keyboard recently on this blog, since I’ve actually buckled down and started working on a new self-hosted site for it. It’s actually up and running now, but I still have a bit more work to do on it before going public (should be sometime this week). I’ve got several topics that I’m excited to be covering.

Screamin Mimi

 Uncategorized  1 Response »
Mar 122010
 

We were pretty stretched for people last night, due to some unexpected cancellations/issues, so  we decided to go do some Ulduar, after zerging Naxx for the weekly. (It’s a bit sad when you can down Anub’Rekhan in under a minute.) Apparently, CD had tried to get to Algalon-25, but never made it through Mimiron HM, and had set it aside when TOC came out. After a breezy clear, we get to Mimi, and our RL asks for those with healing off-specs to go heals for some learning attempts.

Now, I hadn’t healed in a while, but I still had a decent T9 set in my bags, so I threw that on, quickly set up my spell bindings in Vuhdo (lost all my settings in the move, haven’t healed since) and was ready to rock…I thought. (Note: I’ve never done 25M Ulduar past Auriaya, period.) Phase 1 wasn’t too bad, once we worked out spacing issues. Phase 2?

HOLY S***. HOW did people do this in Ulduar-level gear? My stream of consciousness was something like this:

rejuvrejuvgetoutoffirerejuvdodgerocketrejuvgroupdyingWGSMcraponfiremoverejuv
crapmeleeoutofrangemoveWGrejuvabouttodiebarkskinrejuvNSHT
dodgelasersmovecrapcleararcisburningrejuvWGwtf20%manainnervahhburnin….kindling.

Okay, our full-time resto druid can take over, I’m done now. Seriously. I looked at WoL, and the P2 raid damage is roughly equal to BQL raid damage, and burstier. Thank GOD our RL marked group leaders; it was all I could do to follow that triangle (and I failed a lot…I’m pretty sure I took the most flame damage for the whole raid)

We actually almost beat him; we lost half the melee to a frost bomb in P4 and couldn’t make the enrage timer. Bah.

(Hopefully, there’s a couple old cannon-cockers out there who get the title reference.)

Mar 092010
 

I’ve been waiting to comment on the new mastery system until we got a little more info, but I feel compelled to note Eyonix’s clarification today, as it directly affects feral druids.

First, the original Mastery summary:

…Here’s how the system works: As you spend points in a given talent tree, you’ll receive three different passive bonuses specific to that tree. The first bonus will increase your damage, healing, or survivability, depending on the intended role of the tree. The second bonus will be related to a stat commonly found on gear desirable to you, such as Haste or Crit. The third bonus will be the most interesting, as it will provide an effect completely unique to that tree — meaning there will be 30 different bonuses of this nature in the game. This third bonus is the one that will benefit from the Mastery rating found on high-level (level 80 to 85) gear.

Several examples were given in the original post, such as a holy priest which received +%healing, +mana regen, and small HoTs on direct heals. You will only get this bonus from the tree in which you have the most points, and there will be a cap to discourage 0/0/76 type builds. Now, while this is a good system, I (among others) were unsure on how it would handle ferals (and DKs) who have two separate roles within the same tree. Hence, today’s clarification:

2) Ferals will have passive bonuses that say Cat: melee damage done, Bear: damage reduction. For death knights we have a different plan in mind that we’re not quite ready to discuss. DKs are undergoing some slight changes so they aren’t so GCD constrained and are less limited by rune cooldowns.

So, presumably, bonus 1 will be Bear +damage reduction / Cat +damage increase, bonus 2 will be +agility, and bonus 3? Dunno. Maybe Cat +bleed damage, Bear +%HP? That sounds pretty good, and it also sounds like we’ll be able to continue with a limited hybrid spec for early content.

PP down

 Uncategorized  2 Responses »
Mar 082010
 

Well, that wasn’t nearly as hard as I thought it was going to be. Got him on our ninth pull and had an hour left in our raid time to wipe on Sindragosa trash. :) We effectively 24-manned, since we had a healer auto-release (oops), so I think we would have still gotten him without the buff.

Fight tips:

  • Pick a strategy for experiment management and stick with it. We kept PP permanently on the green side; this let our melee stay stacked up to take a hit, or move with the slime and then jump in front for ranged. Gas clouds were easier; the target kites it past PP so the melee can break off and kill it quickly without having to run halfway across the room. It sounds complicated, but it’s not too difficult after a few attempts.
  • Managing phase transitions are a pain, but it’s important, especially going into P3 (you lose the abom, so no slows on the add). We were stopping DPS on PP at 36%, which worked most of the time. If you’re having problems with this, try splitting DPS with PP at 36-37% while a slime’s up. An add at 20% health isn’t a big deal, but an add at 100% health will probably wipe your raid.
  • Tanks really have to be on the ball for this one, kiting wise. The slime’s easy to stay out of; the choking gas bombs, not so much, but make the effort. Melee DPS will be target switching so much that they’ll have trouble tracking the gas bomb timers (I know I did). Our tank did an amazing job of kiting PP, and our other

Feral tips:

  • Bears make for a great OT here, since they can go cat and dps P1/P2.
  • Use your speed! You should be in on every slime stack (unless your strategy dictates otherwise). Pop Barkskin to help mitigate the damage. Also try to position yourself so that the explosion sends you back towards PP; if your DPS is reasonable (and it should be if you’ve made it here), the slime should be mostly dead at the first explosion, so you can just switch back to PP; this will save you some time.
  • Save FC/Dash for getting back to PP. Dash is also great for kiting the Gas Cloud (If it’s up, pop BS to help with the damage)
  • Berserk in P1 and on CD in P2; save the third for P3.
  • Do NOT get hit by Choking Gas in P3. The tank should be kiting away from them, but he’ll be constrained by slime. They’re almost impossible to spot (IMHO) if you don’t see them spawn, so keep your eyes open when the timer goes off.
  • I didn’t on the kill, but in retrospect, one of our previous wipes might have been a kill if I’d used Tranquility. With NI, you’ll be kicking out 10K hps for 8 sec. Great for keeping the tanks propped up for the final 5%. It’s especially good to do this if you get hit by the Choking Gas, as you’re pretty useless dps-wise until that wears off.

This and that

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Mar 072010
 

Not a lot to say tonight; just a few random thoughts floating through my brain that don’t really deserve their own post. We’ll call them postettes. (postellas?)

  • Personally, I’m pretty happy with the DPS I’ve been doing. I don’t have a good measurement for this week, but I did pull top DPS for my “segment” on BQL. (As in, I was one of the last 8 to get bitten, and I was ninth on overall DPS, just over 10k.) As much as I enjoyed shepherding my previous guild, it’s a welcome change to be nearer to the bottom of the DPS charts than the bottom. I should come up a little bit as well next week, now that my desktop has finally arrived from Korea…DPSing at 4-5 FPS is a challenge. I’m okay with the standard rotation, but as soon as I start having to move, things get ugly.
  • It’s a bit unfortunate that we chose BQL as our first end-wing boss to work on, as the 5% buff makes the gear check much, much easier. We had the mechanics down two weeks ago, but never the raw DPS/HPS (we’d always lose at least one person coming out of the 2nd air phase). We probably put in 30+ attempts over those two weeks (and there was more before I joined the guild) and the closest we came was 3% before our first kill last Sunday (pre-buff, FWIW). After the buff, we rolled in there with one less DPS than normal (went 7 heals instead of 6), with a few key people out, and 4-shot her. We also downed VDW for the first time…not a terribly difficult fight, it just takes a few attempts for the healers to get used to the portals/buffs. (And apparently, they’re hotfixing that to make it easier as well.) We’re taking our first shots at PP tomorrow night. I’m still amazed at the amount of progress we’re making though…we raid 8.5 hours per week, and we’re a top 5ish guild on our server. (Or maybe we’re just a backwater server…who cares.)
  • Speaking of the ICC buff, I don’t really have a problem with it; however, they really should have found a way to prevent it from being applied in heroic before they rolled it out. (At this rate, once the buff hits 30%, we’ll have people pugging the heroic version and skipping normal, just like heroics.) At the very least, have achievements that differentiate. Since it’s impossible to tell if a kill was done with it off, I predict that 99.5% of guilds will leave it on (and many of those will lie about it).
Mar 032010
 

Aissi brought up a good point in the comments to my last post, noting that the 3 points previously used to take Imp. Mangle were now freed up to take Feral Aggression. Technically, that’s correct, but really, all I can say is “meh.” Imp. Mangle currently is worth about .5% DPS per talent point (so it was okay but never that good to begin with) and Feral Aggression is worth about .2% (blech). After the Mangle changes, Imp. Mangle will be worth about .1% DPS per talent point (double blech). Sure, you can move 3 points into FA if you want, but we’re talking a TINY increase. As in, my projected DPS goes from 10579 to 10621, a .4% increase. Remember, this is assuming perfect fight conditions with no movement, where you have surplus energy and CP’s to burn on bites. (FA gets a bit better if you’re ArPen capped…but I’m not talking to you. Shoo, vastly OP kitty…but give me your DBW before you go.)

Seriously. Look again at your utility, and remember you’re a hybrid class. I’m still going 0/5 FA, and maxing Nurturing Instinct (+20% healing received, plus a halfway decent Tranquility) and going for Imp. LOTP (extra passive healing is never bad) or Protector of the Pack for vastly improved emergency tanking. It even works out mathematically; in the case of Nurturing Instinct, I’m trading .4% personal DPS (from FA) for 20% personal heals, or a .8% increase in raid heals (even more in 10-man). Think about it.

 Posted by at 9:34 pm
Mar 032010
 

Edit: Welcome wow.com visitors! Please poke around some while you’re here, and feel free to ask any druid questions you have on the forum.

It’s been a few days since my last post, due to a few factors (Yay for my $100 cable modem not lasting a month…thank god for tethering). CD successfully took down 25M BQL pre-nerf (pre-buff?), and should be rolling through the rest of ICC soon. I’ve finished my 4pT10 and have reclaimed my place near the top of the DPS charts…or so I think. :)

I’m motivated to write today though because of the new feral changes recently announced.

  • Mangle (Bear) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Mangle (Cat) now increases the damage of bleed effects for 1 min. (Up from 12 sec)
  • Glyph of Mangle: This glyph now provides 10% increased damage done by Mangle instead of increasing the duration of the debuff.

Cats:

This is a decent buff for most of us. Most DPS warriors are specced Fury these days, so typically we’ve been required to keep Mangle up as part of our rotation unless there’s a bear druid tanking (also rare). We’ll still have to Mangle, but much less frequently, which frees up more energy for Shreds. This has three benefits: first, Shred has about a 20% higher DPE than Mangle, so that’s more base damage. Second, it’ll be much easier to ensure we get the three Shreds in needed to fully utilize the Glyph of Shred. Third, it’ll make the rotation easier. Yawning (the new Toskk) has already updated the calculator at Toskk’s site, so feel free to run your stats there, but my estimate is a 2% projected DPS increase, with an actual DPS increase of ~4-5% from being better able to follow priorities. (The simulator assumes you always get your 3 shreds in, for example, but this isn’t always the case currently, if you have to refresh Mangle twice, Rake twice, Savage Roar and TF/Berserk is on CD.) Of course, if you already have someone running Mangle, then no increase for you. :) The glyph is certainly improved, but it won’t replace your usual three. It will be good for PvP or leveling, which is nice.

Bears:

Well, the Mangle change doesn’t affect you (since you were Mangling on CD anyway), but the Glyph is now a viable third option for a bit more threat. If you’re running a full bear spec (without Shredding Attacks) and are forced to do some cat DPS, you’ll be mangling instead of shredding, so this will help with that as well.

Feb 262010
 

After doing a few pulls on the Dreamwalker encounter last night, I was intrigued enough by the encounter to write up some tips…and yes, my “tips” always turn into walls o’ text. (Don’t tell my RL, but I did some feral healing and snuck into a portal on a pull last night to check out the dreamworld.)

Composition

10M: 2 portal/Val healers, 1/2 tank/raid healers, 1/2 tanks, rest DPS. (10M is very flexible, composition wise.)

25M: 4 portal/Val healers, 3 raid healers, 2 tanks, rest DPS. Assign one ranged DPS per side as zombie kiters. Assign one melee per side as archmage interrupter. Rest follow DPS order (below).

Portal healers should be people who are comfortable moving in 3D space. Remember Malygos/Oculus? If you HATED the flying parts there, you may not be the best choice for portal healing. Otherwise, the priority is roughly shaman>druid>paladin>hpriest>dpriest. (Shammies can probably pump out the most HPS (or close to it) due to AA and don’t raid heal overly well here. Druids’ HPS is lower than shaman or paladin, but their extra mobility is quite helpful to get to portals. Paladins work well either in-portal or out, and are probably the best overall healer to have for this fight, due to Beacon (they can dump quite a good bit of healing on Val even unbuffed).  Holy Priests are at a HPS disadvantage, though they have a key role in this fight with glyphed Guardian Spirit. Disc priests are advised to switch to Holy for this one. :))

Overview

Dreamwalker starts at 50% health and must be healed to full. (12M health in 10M, 36M in 25M, of which you’re healing half.) The healers assigned to this will be alternately healing her and going through portals she spawns to collect a stacking buff which increases their healing done and mana regen. The remainder of the raid will be defending her against a flow of adds that gradually increases in speed, with two tank/dps teams on either side.

Strategy, by role

Tank(s): Tank the Abominations facing away from the raid as much as possible to reduce Gut Spray damage on other raid members. Watch for Abom’s to die and be prepared to pick up the  Be prepared to pick up and get threat on Archmages quickly, as they’ll be a kill priority for melee.

Melee DPS: Priority is Blazing Skeletons/Suppressors/Archmages/Abominations. One melee DPS per side should be assigned to keep Archmages as highest priority to interrupt their Frostbolt Volley (make sure you let the tanks pick up threat first though). Watch Abomination facing to keep out of Gut Spray, and watch for the Archmage‘s frost columns. You can help DPS zombies if the kiter has a comfortable threat lead (I frequently dropped a Rake on one while heading to something else), just stay away from them if they’re at low HP; they go boom. Kitties: Don’t use a normal DPS rotation, except for the Aboms, as most stuff is going to die too fast for Rip to be viable. Rake/SR/Mangle/Shred to 5 CP’s/Bite.

Ranged DPS: Priority is Blazing Skeletons (on either side)/Suppressors/Zombies/Abominations/Archmages. Position yourself near the middle and feel free to help on targets on the other side.  One ranged kiter per side (generally a Hunter) should kite the Zombies; try not to drag them through the tanks/melee, especially at low HP. (They go boom.) On 10M, it’s a good strategy to have one DPS enter portals to get the stacking buff, preferably an Arcane mage (good burst dps) or Elemental shammy (can do some off-healing)

Raid Healers: Same as normal, though you’ll be healing the tank more than you’re used to. You’ll probably have some mana issues, so ask for Innervates/Mana Tides early; the Valithria healers won’t need them. Almost all of the (non-tank) damage is avoidable until the late phases, so if people are dying early, that’s their fault. If you have spare GCD’s, heal Valithria.

Valithria Healers: Ah, the key to this fight. Here’s how it works. Starting 30s in and every 45s thereafter, Valithria will spawn 6 portals (3 in 10M). These portals will drop you into the “Emerald Dream” for 20s, where lots of green balls will be floating around. Every green ball that’s touched by a player will pop, giving everyone within 10yards a 10% buff to healing and damage done and some MP5. This buff lasts 35s, and stacks (to 100, though you won’t get that far). After leaving the Dream, you’ll have 25s to heal Val before the portals reopen and you start over. Here’s the breakdown (I find timelines helpful):

0:30- First portals spawn.
0:50- Out of dream world. (no, you can’t click off the buff to leave early). Hopefully, you’ll have popped a ball right before you exit. Run to where the portals spawn and start healing Val. An orb will appear a few seconds before the portal opens, so go stand on one to mark it as yours.
1:15- Next portals spawn. If you popped a ball right before you left, you’ll have 10s to quickly find another ball to refresh your stacks (though it’ll probably be closer to 5s).
1:35- Out of dream world.
2:00- Next portals spawn.
(etc.)
~7:00- Adds come too quickly; raidwipe.

There’s two strategies for grabbing balls that have been used successfully. The first and most common assigns each healer an area. This is a less risky strategy, but requires that each healer possess good 3D movement and awareness. The second has the healers group (after they grab one ball individually to refresh their stack) and all follow one person, sharing in the 10y splash. Each strategy is viable, so pick whichever best fits your raid. The most important thing, however, is not getting greedy; watch your debuff timer carefully and make sure you grab a ball right before your debuff wears off, to give yourself maximum time during the next portal phase.

Once you exit the realm, you’ll be dropped back into the raid. Immediately run back to your portal spot while popping any instants you have, then push max HPS into Valithria. Hopefully, one of your holy priests has glyphed Guardian Spirit (10s of +40% healing every minute is AWESOME) and will have that up on the pull and every other portal phase. (Sadly, she has a hidden debuff that prevents chaining GS with multiple priests. One per minute is all you get.) Paladins should beacon Val and HL bomb someone in the raid, probably a tank. Shamans will RT and HW spam on Val; Druids will slow-stack LB, roll RG/RJ, pop SM on CD, and spam Nourish. DON”T WORRY ABOUT THE RAID (though a couple instants as you’re moving into position is fine). Your priority is getting into portals quickly to refresh your buff, proper timing in the portal to give yourself max time in the next, and healing Val as much as you can. In that order. You’ll get about 9-10 portals before the enrage; after the 7th portal phase or so (6m in), pop Hero, pop Guardian Spirit, pop all healer cooldowns, have all hybrids heal as well, and get her the rest of the way. Prot pally LoH is great. :)

Random Tips (that I haven’t confirmed)

- Fire and Frost Res auras are great, but I’m not sure if raiders retain the benefit if the providing paladin is in the Dream.

- Totems despawn when a shammy enters the Dream (so drop that Mana Tide when you come OUT).

- Supposedly you’re both “mounted” and “swimming” in the dream realm, so swim speed or mount speed buffs might help.

- Amplify Magic on Val is probably a good idea.

- Mark the portal healers so they don’t try to take the same portals.