The Raiding Pinnacle: Ensidia — Method
Article originally posted on Manaflask
We figured it was time to do a full feature on our favorite guild, to get a centralized overview of what the guild is about, what it stands for and how it came to be. Lucky for us Mek was around since the founding (with some notable breaks!) and agreed to clue us in on some of the less known stuff, as well as what’s going on in the guild today, and Ekyu volunteered some of his screenshots from way back when.
Let’s start with some history. While the merge itself at the beginning of WotLK is a well known event, the details around it, the integration of the guilds etc. aren’t. Seems like a good place to start!
Well, in SK we were not that happy with our relationship with the organization and we had organized some new investment for them based on our recent PvE progress. SK didn’t want to focus on PvE though, so we talked to the investors and they decided they would be interested in backing a new project. We wanted to really make a good website and felt it would be very hard to do so with Nihilum around since the community would be very split then between the two places. As a result Mackzter and I approached Nessaj and Kungen about a merger and things went from there.
The first few months of the guild were pretty intense since there were around 46 members competing for 25 raid spots and a lot of extremely good players were sitting on the bench. As time went on the weak were weeded out and we ended up with a strong roster going into Ulduar. We did very well there and I personally believe Mimiron was the highlight since we killed it a long time before any other guild and it had a very high personal skill requirement before the nurf compared to any other boss. It was a strange environment though, and it took time to adapt to how the guild would be run for a lot of people and we had to balance the needs of both sides. I think it took around 6 months for it to really feel like 1 guild rather than 2.
After that initial period of dominance something changed in ICC and ToC. What was it that made you lose your No.1 spot?
In short, limited tries had a huge negative effect on the guild. Many of our best players played the game to be hardcore. Sitting around doing 3 tries on a boss over many hours rather than consistently doing tries was very frustrating.
I think we rushed too much and squandered tries without thinking things through properly. A lot of our best players were demotivated and this lead to at times a very negative raiding environment, which had in turn a serious effect on the quality of our raids.
In the first tier of Cataclysm things didn’t improve much, and even though you weren’t there yourself, what were the major issues?
Well, now the problems had changed. We had a very strong roster before but no motivated players and now we had quite a lot of new motivated players but the skill level was not high enough. Good enough recruits were not found and we had to at times rely on older members not capable of putting in the hours. We didn’t raid anywhere near as much as we should and all this, combined with a leadership that was bored with the game, resulted in 3rd or 4th or whatever it was!
I returned towards the end of progress and a few months later Mackzter and Kungen quit, leaving me to take on the guild again. We didn’t have a lot of time to try and fix the issues that were there but we did our best and honestly, I think we did pretty well in Firelands considering.
How do you feel about the much shorter length of the progression race this time around, specifically for the first 6 bosses?
I like it because it means that WoW takes over your life a bit less. I have a lot more IRL commitments than I did back in earlier Tiers and you have to put everything on hold to progress. I think most players would say it is good because 24/7 raiding is extremely tiring and if you look at T11 most people were just about dead in top guilds when it ended.
Do you think you performed better this tier than the prior ones, regardless of the rankings?
I think with the roster we had we did pretty well. We raided a lot and only made a few strategic mistakes along the way. I think we did about the same as the last 2 tiers which, honestly, I find quite suprising because, especially in ICC, we had a better roster. It was also hard because it was only myself left from the original SK/Ensidia leadership and the guys leading with me have never had as much responsibility. I think they did a really good job under the circumstances. So I would say as a guild we did very well but as individuals we need a lot of improvement to get back to number 1.
The thing is that guilds go through phases with their rosters. I can give some good examples to show my point. Rosters that do very well tend to just hit a sweet spot with the roster and it is all about how long you can hold onto that group of players. Nihilum hit theirs during TBC content and started to lose it during Sunwell. For SK it was the opposite hitting a sweet spot in Sunwell. Ensidia had it in the first half of WotLK and when the top people started to quit and be demotivated, the roster got worse and the rankings went down. Method was a complete mess at the end of WotLK and through strong recruitment is now doing well again, and will most likely continue to do so for a while. Paragon hit their sweet spot when the 10 man guild Underground Kosmanauts (no idea on spelling) joined up with them at the end of Ulduar. I am almost certain they will retain their ranking now until some of their current roster start quitting or another guild somehow amasses an extremely strong roster.
With Ensidia right now we are in the rebuilding mode that someone like Method went through a year ago. We have a lot of good things about the guild, especially motivation and a more structured leadership. We have very strong backing with Manaflask and our sponsors. We have some great players, but we also need good new ones to help us get back to our old strength. It is just a cycle that all teams go through in all games/sports and things will always change. I think it is quite funny that people get so flamy and stupid about all these things when it is pretty obvious how it all works. That is a large reason why I don’t get involved in any public discussions. I think a lot of people (even some that used to be in Ensidia) get too cocky and flamy, and you have to remember you will always be on the other end of it all one day. I think it is very important to do things as professionally as possible and have some honour.
Was the raiding pace better, worse or the same as in Tier 11, just based on hours a day raided?
We raided a lot more than in Tier 11 at least. We did have some downtime making sure we had the perfect setup online to attempt Rag towards the end though. I’m guessing that a lot of guilds probably had some similar issues. I think we had some problems perhaps with tries per hour we did, but we have identified this and will rectify it for the next progress.
How would you rank the instance overall in comparison to the other ones so far?
Maybe some double up here but in my opinion it goes something like: Sunwell > Ulduar > BT > Firelands. That probably isn’t perfect but it’s quite hard to rank!
If you could change one or two things in the Firelands, what would they be?
Actually I wouldn’t change much. I think it was the best instance Blizzard have done in a long time. It wasn’t buggy and the bosses were quite well tuned before the nurfs. The earlier bosses could have been a bit harder though.
To what extent do you monitor what other guilds are doing and does it influence you?
Quite a bit I guess, you always have to. We obviously saw that Paragon used a lot of Moonkins on Ragnaros at the start but we had already planned to do that anyway. I think a lot of guilds try to troll with their setups on armory and such, so it’s hard to read anything into it. I tried to focus as much as possible on our own game this time and I think, strategy wise, especially on Ragnaros, we did well.
What’s the most ridiculous strategy you tested on any of the bosses?
I don’t know if it classifies as ridiculous but we had a strat on Baleroc where you could use just 2 soakers for each crystal. If one guy stands still and another strafes back and forth in a certain timing then you can heal those 2 and only have 4 people ever with tormented. Unfortunately it’s quite hard to do it perfectly and you don’t get enough stacks to heal the tank. Other than that I can’t think of anything really crazy we tried.
What’s the funniest whisper you got during progress?
If you mean Firelands I don’t remember anything standout really!
Time for some Ragnaros questions.
How do you feel his difficulty was handled, in general and in relation to the other Firelands bosses?
I think it was perfect, he was as hard as he should have been. I think that personal skill wise there have been harder bosses, but the DPS requirement was tough for the gear we had. It’s a stamina fight more than anything, since it is so long. There is a lot of time to make small mistakes and it was difficult to get enough time on the last phase to practice, since too many tries were lost on the first 8 minutes or so. I think that if you took our Ulduar roster (with perhaps some choice players we have now) we sould have killed it pretty damn fast though.
I think the other bosses could have been slightly harder, but I don’t really mind that much because nobody has ever cared about any boss that wasn’t the final one. M’uru and Mimiron are probably the only ones I can think of.
How does he rate versus other bosses in WoW’s history, end bosses in particular?
I think he is well designed, it has an epic feel to it which has often been missed on previous bosses. The big problem is that it is recycled content in the end. Unless you are in Paragon I seriously doubt you enjoyed killing this Ragnaros more than the first.
I also liked the fact that he wasn’t tested on PTR. Generally I feel like Firelands might aswell have been a 1 boss instance. I don’t think he was that fun though, because the first phase is really boring to do over and over on progress and the really epic part of the fight starts quite far in. I think he is certainly the best boss Blizzard have done this expansion but TBC is still certainly the best expansion pack by a considerable margin.
Overall I would put it ahead of any boss in T 9 / 10 / 11 because Tier 11 was flat out bad and T 9 / 10 are rendered a joke in my opinion due to limited tries. Ulduar and Sunwell are better than Firelands overall but Ragnaros alone is on a similar level if you consider him as a completely new concept.
What was the key to finally downing him? Was it a crucial piece of strategy/positioning that you found out at the end or was it just a matter of everything clicking, favorable rng and everyone playing perfectly?
People playing well. Our roster was quite weak compared to previous years and some people really struggled on the fight with personal skill issues. We actually had a very good strategy and were clearly in second place but failed badly after that with personal mistakes.
Do you think it would have been possible for Blizzard to make all 7, or at least more of the bosses the same difficulty as Ragnaros?
If they had it would have been an extremely long progress and a lot of guilds would have disbanded due to lack of progress. Maybe making domo a bit harder and not nurfing Baleroc would have been ok, difficulty wise. As I said before, it really is only the last boss that matters.
What do you think is unique to the guild, what sets it apart from others?
I think the strength has always been a good social side. We have only ever had 2 or 3 players leave the guild and continue playing in another guild and most of those were in the guild for a very small amount of time. I think it’s important to have fun in the guild you are playing in and bond well with the other members because you have to spend such a large amount of time playing together.
What do you think of the time investment required for raiding, considering it has gone up significantly since Cataclysm with all the alts etc.?
I think alts are important and personally I enjoy playing them. It has become a big part of the game now because you need to have options. For example I think if you went back to Ulduar times you would probably have guilds using 5+ feral druids on a lot of bosses because they were so strong, but back then most guilds only used 1 or 2. It is just another development of the game and if you want to keep up you need to adapt. Paragon has handled this very well using a number of alts in top kills and I really believe they «paved new ground» in this area. I think the new structure we have in the guild to deal with this covers any need for it in the future though.
As for the time aspect, well, if you are motivated for World Firsts it shouldn’t be a big issue. It’s like anything, it takes a lot of time at the start but once things get settled it actually doesn’t require a large time commitment, especially in a very short instance like Firelands.
Exploits.
Now, no one wants to talk about this, but what are your thoughts on this matter? What exactly IS an exploit? What things in this particular tier do you think really were crossing that line between «creative use of game mechanics» and a straight up exploit? Did you have any dilemmas during the race about whether to use a certain tactic becuase you were unsure of whether it’s ok or not?
That’s a big question. I think the big problem is that there is nobody really enforcing anything in a consistent fashion. Sometimes action is taken and sometimes it is not, for very similar offenses. For example with the Saronite Bombs drama I know that Blizzard have seen the logs and they know we didn’t know what was causing it. I’ve also heard that ban was initiated by a single person and that most people did not consider it a banning offense. That may or may not be true, however, if you compare it to many other things that happen it lacks consistency.
By this I mean events like Paragon keeping adds on Anub perma stunned or the mess that was Atramedes. These are both things where a core part of the fight that actually is what makes it hard is cut out by something not intended. I believe that if you do this knowingly it should be a bannable offense. There are lots more examples, but if you don’t have anybody to accurately police it, it will always be a big mess. We actually could have killed Lich King Heroic very early with an exploit we found and we didn’t, so I think you know when you are doing something wrong and when you aren’t. It’s all up to if you want to risk it or not.
I don’t know, I don’t really want to write too much on this, it’s a massive grey area that will never be resolved.
Quick questions:
— Loot
I guess random loot is enjoyable for some since it’s a gambling aspect. You are happy when what you want to get drops. Personally though, I think every boss should just drop a non descript token and you can turn it in for whatever item you want on an instance loot vendor. This would mean that guilds get the same levels of loot based on their progress rather than it mainly just being about luck. For example, during the first weeks of progress if you get no weapons or tank gear you will be at a severe disadvantage.
— Classes and balance
Restoration Shamans have been treated so badly over the years I just find it incredible Blizzard has done so little. Every top guild knows they are awful and don’t use them on anything hard. I have had to switch to Elemental ever since Sunwell ended. For all the Shamans out there that still play (hi Barrel <3) I admire your persistence but I have now given up and rerolled. This should probably mean they get buffed a lot now!
— Lore
I don’t know that much about Lore. Most of my knowledge comes from playing Warcraft 1/2/3 RTS games. Yes I am much too old. I wouldn’t change anything really since it doesn’t influence me.
— New questing areas
I prefer linear questing because you have to think less and generally it’s nice if you can just level up on autopilot and get it over and done with.
— Old questing areas
Again, I’m pretty indifferent but the main annoyance is just if you ran out of quests and had to grind or something in the really early days.
Favorites!
— Raid instances
Sunwell undoubtedly
— Boss encounters
M’uru slightly ahead of Mimiron
— Expansion
TBC, they really need to make another TBC.
— Tier set design(s)
Warrior set in BT was really nice I think. Shaman wise nothing was that amazing, it was just a relief if you had a kilt rather than pants!
— New Features
25 man raids are certainly better than 40 or 10. I think that the worst thing was having normal modes and hard modes and also limited tries. It should just be one difficulty and you nurf the content bit by bit after the first 100 guilds have completed it. The biggest problem is there is nothing epic among players anymore. Days gone by you would come across a player and he would be decked out in gear and it would make him a god. Now everyone is the same and anyone can get gear. It’s very difficult to make your character special in any way.
WoW is just not a PvP game, you should just go play Starcraft or Quake if you want to PvP.
— 5 man dungeons
Heroics at the start of TBC were epic. I doubt 5 mans will ever be that good again. I think doing them for raiding items is really bad for the game.
— Game(s) aside from WoW
Starcraft 2 is the only other game I play at the moment. I also enjoying watching it when I get the chance. I played Quake for 8 years before I played WoW and haven’t played any other MMO’s.
Casuals and Hard-corers (it’s a word), do you think Blizzard are doing a good job of catering to both?
If you want to cater for both you have to have content specifically designed for both. At the moment it is just 2 versions of the same content which creates a world with almost no gain being hardcore other than the competition aspect.
In closing, do you think we’re headed in the right direction in top-end raiding, on Blizzard’s side and on the guild’s side?
I think the guild is certainly doing a good job in trying to rebuild. You have to acknowledge your weaknesses and improve rather than trying to beat a dead horse. I don’t think we will instantly return to rank 1 but I do think we will steadily improve from this point on and I look forward to seeing some new unknown talent coming into the guild.
For Blizzard Firelands is certainly a big improvement. We need to tone down the PTR testing, through, and try to widen the gap between hardcore and casual. The gains for playing the amount we do are not enough, right now most people play for Wowprogress rather than what the game actually rewards them with and I think that is quite sad.
What happened with Ensidia at all?
2011-11-12, 03:26 PM
#1
I’m playing my Rogue on Tarren Mill. I used to /who Ensidia and see who was online. I stopped for 3 months and now that I came back, I /who Ensidia and there’s 0 players. What happened? Some people are saying Kungen quited cause of boredom? But why exactly did Ensidia cease to exist because of Kungen? Or am I misinformed?
Sorry for any kind of ignorance from my part but I’m kinda .. in the dark about this issue.
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2011-11-12, 03:27 PM
#2
Dunno about you but they are still pretty much alive yes kungen quit coz he got bored mek came back to lead for a bit to give the leadership too Ekyu and Celeby.
— Vanilla was legitimately bad; we just didn’t know any better at the time — SirCowDog
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2011-11-12, 03:28 PM
#3
http://www.wowprogress. com/guild/eu/tarren-mill/Ensidia
Look pretty alive and well to me.
____________________R.I.P Excessive Gaming____________________
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2011-11-12, 03:28 PM
#4
Think they’re pretty busy on PTR atm. You can follow them over at manaflask.com if you’re interested.
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2011-11-12, 03:29 PM
#5
From what i understood, Kungen left Ensidia when Manaflask told him to be more active on the website and all that, He said no and then got fierd.
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2011-11-12, 03:29 PM
#6
you did /who ensidia once and got 0? WOW MEJT DEY MUST BE A DEADED GUILDZ WAT IS HAPPENING. did you even try asking in trade on your realm if they were still active? oh I know, let’s go straight to mmo and make a useless thread instead.
Tone it down; no need to be so rude.
Last edited by Zaelsino; 2011-11-12 at 03:35 PM.
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2011-11-12, 03:34 PM
#7
I just think they are waiting for the new content.
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2011-11-12, 03:34 PM
#8
Originally Posted by kassy
you did /who ensidia once and got 0? WOW MEJT DEY MUST BE A DEADED GUILDZ WAT IS HAPPENING. did you even try asking in trade on your realm if they were still active? oh I know, let’s go straight to mmo and make a useless thread instead.
Yeah, and recieve a reply from a completele braindead like you. Right? How I understand why the world got into what it is today….
FOR YOUR INFORMATION, I did ask in trade chat mr.INTELLIGENTNOT, and you know what I got as an answer? Chuck Norris jokes. Trade Chat is THAT sad yes.
To everyone above who replied, cheers for the info
Don’t get insulting.
Last edited by Zaelsino; 2011-11-12 at 04:07 PM.
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2011-11-12, 03:39 PM
#9
Originally Posted by Zergej
Think they’re pretty busy on PTR atm. You can follow them over at manaflask.com if you’re interested.
Pretty busy finding exploits on the PTR
OH SNAPZ I WENT THAR
Pokemon FC: 4425-2708-3610
I received a day one ORAS demo code. I am a chosen one.
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2011-11-12, 03:39 PM
#10
Originally Posted by kassy
you did /who ensidia once and got 0? WOW MEJT DEY MUST BE A DEADED GUILDZ WAT IS HAPPENING. did you even try asking in trade on your realm if they were still active? oh I know, let’s go straight to mmo and make a useless thread instead.
Tone it down; no need to be so rude.
why do all the rudest posts come from people who have those damn ponies everywhere? i thought ‘friendship is magic’ was some sort of code you ‘bronies’ adhered to?
somebody call for d doctor?
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2011-11-12, 03:40 PM
#11
Originally Posted by bobo333
why do all the rudest posts come from people who have those damn ponies everywhere? i thought ‘friendship is magic’ was some sort of code you ‘bronies’ adhered to?
You’re so damn true about that. Bronies always have to push it.
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2011-11-12, 03:42 PM
#12
they already killed everything and are prolly practicing/exploring new bugs on ptr.
Lots of people are bored atm and have taken a break till 4.3 aswell.
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2011-11-12, 03:44 PM
#13
Originally Posted by bobo333
why do all the rudest posts come from people who have those damn ponies everywhere? i thought ‘friendship is magic’ was some sort of code you ‘bronies’ adhered to?
They’re really more like guidelines.
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2011-11-12, 03:46 PM
#14
Originally Posted by Arnoww
You’re so damn true about that. Bronies always have to push it.
LIES! I’m somewhat (not completely) a brony and I try my hardest to be polite!
OT: As someone said before, they’re getting as much practice as possible on the PTR before launch of 4.3
My life. .. is complete.
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2011-11-12, 03:48 PM
#15
Go to manaflask.com if you’re so interested in Ensidia. Kungen quit player.. like everyone else. No one plays wow forever
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2011-11-12, 03:50 PM
#16
Originally Posted by Brettshock
LIES! I’m somewhat (not completely) a brony and I try my hardest to be polite!
I know you are :>
2 of my closest IRL friends are Bronies actually, the thing I really get anoyed of is that they talk about pony’s all the god damn time.Once we had a meetup at someones house because their parents were gone for the weekend. And them 2 decided to turn on MLP, we were so upset about that since that destroyed the evening.
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2011-11-12, 03:52 PM
#17
Can we not get off-topic with this pony nonsense please.
I mean… We have a megathread for it in Fun Stuff.
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2011-11-12, 03:53 PM
#18
Originally Posted by Arnoww
I know you are :>
2 of my closest IRL friends are Bronies actually, the thing I really get anoyed of is that they talk about pony’s all the god damn time.Once we had a meetup at someones house because their parents were gone for the weekend. And them 2 decided to turn on MLP, we were so upset about that since that destroyed the evening.
That’s not being a Brony, that’s obsessing, which is fairly sad :\
———- Post added 2011-11-12 at 10:54 AM ———-
Originally Posted by Zaelsino
Can we not get off-topic with this pony nonsense please.
I mean… We have a megathread for it in Fun Stuff.
The problem is the thread is more or less done, the question was answered, so now we veer off-topic.
My life… is complete.
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2011-11-12, 04:06 PM
#19
Originally Posted by Olirmu
From what i understood, Kungen left Ensidia when Manaflask told him to be more active on the website and all that, He said no and then got fierd.
Haha getting fired from your ‘job’ as WoW guild leader, that’s great. I’m going to choose to believe this.
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2011-11-12, 04:08 PM
#20
Originally Posted by zito
Pretty busy finding exploits on the PTR
OH SNAPZ I WENT THAR
This guy knows it!
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Cataclysm crept unnoticed.
Paladins, DKs and Loks
I continue my permitted speeches about the new pre-cataclysm patch.
Yesterday I promised to tell you about my impressions of playing with my other characters. I will continue in chronological order.
Holy Paladin
My wife and I are currently playing together with my colleague at work (he plays a DK tank), but the three of us do not always succeed, so sometimes I replace my wife at the operating table. When such an idea first came to mind, I took up my holy paladin, since he has at least some of the clothes, and I always liked paladin healing — very non-standard and confusing. There is a certain challenge, and besides, it is quite simple. That is, in which case you will not let the group down. The new build for the holy paladin is practically the same, I think it has not many variations, as well as for all other classes. I will not say. to make me so happy (lack of options), I would prefer to be able to collect completely different builds and take some abilities at the expense of others, thus having completely different and, most importantly, viable builds. It’s a pity that this did not work out (I understand they would have struggled to balance all builds to the nearest millimeter), even though that’s what they seem to have announced. Well, no big deal, it still turned out well.
To be honest, I was very pleased with the paladin treatment. First, the paladin now actually needs to deal damage in order to regenerate mana. This is very good and interesting. The paladin turns out to be such a combat heal, always in the thick of the fight, and finally it becomes clear why the paladin needs armor. True, I noticed that many paladins began to dress up in shaman chain mail to the detriment of armor … I think, because of the small amount of spirit on the armor. I hope that in the future all Caster items will have enough spirit, because forcing them to put on class items with one hand, and depriving these items of meaning with the other, is not good.
Secondly, the paladin now has two resources to keep an eye on — mana and holy energy, which makes the game much more interesting and unpredictable.
Thirdly, they finally gave out AOE heals, very pleasant and unexpected, the frontal AOE heal is just a wild delight. On the one hand, this is not an OP ability, no one will die of envy, and on the other hand, it is a completely recognizable symbol of the class, now you can immediately see when the paladin heals the party. And then the paladin was always offended because other healers have such beautiful and different animations, and the paladin has nothing as memorable as a shaman’s teapot or the calm and violent growth of a druid. Now the whole party is enveloped in a cone of light and it is immediately clear — we are in the plate handles of a strong healer. Nice.
Played with Retrikom — didn’t like it, mana is running out. Cooldown is high, damage is low. But I didn’t get into it much, I don’t plan to take this character first of all in Cataclysm. It hurts that his profession (enchanter and herbalist) is not really necessary for me now. Both the enchanter and the herbalist I have others.
Yes, many thanks to Blizzard for killing a bunch of different buffs. How tired they are! While you’re buffing everyone, the tank has already run around the corner and flew into the first pack. Now he quickly threw a helmet on everyone and his legs!
Warlock
Warlock is now my de facto main, I slowly exalted him with Void Wings in a week (I see, before 4.0.1, getting this dragon was a favorite sport, but after the patch, activity came back to zero), I’m not going to wear it further, its 5600 gf is quite enough for the new Cataclysm dungeons (I hope), so the dragon is enough for him.
I tried to run a little through the heroics and saw that I had to learn to play almost all specs again. Destructions have the smallest changes, except that the damage has increased, so I left it in the distraction. After the onset of the Cataclysm, I will already deal with the demonologist. However, in other locations I noticed that demonologists are now giving out completely outrageous DPS, not catching up only with magicians. Something terrible is happening with magicians — 12-14k in heroics is far from the limit. I was very pleased with such an up of demonologists, apparently in the future demonology will be one of the main branches of the locks. For the hand of Guldan — special thanks.
Well, in general, I made a cobalt dragon for the lok (the lok looks great in color, and the cobalt talbuk matches well) and left it to collect money from the auction — the rest of the violas send him brilliant green for analysis and rags on an industrial scale. The bags fit perfectly.
Death Knight
DK is my new love. I say this right away to be understood. The Blood-DK tanking technique has been changed and exactly the way I dreamed before the patch — all tank talents have been dumped into one branch (finally) and now the DK tank has access to all tank talents that were previously spread across all three branches. Unless the breeze got there, but here the costs of the spec, it is more than replaced by a new effervescence. And the new boiling animation — a bloody explosion on half the screen — is beyond praise. I’ve always liked tanking DKs in Blood, however, this used to be a bit of a problem with AOE aggro. Now, with a new blow to the heart (beating not 2, but 3 opponents) and boiling of blood — these problems are in the past. Or rather, they have now moved on to the bears.
However, I rarely have to tank as I mostly play with a friend who is a DK tank, so I mostly play as a DD. And I chose ancholi for my damage. And here’s what I’ll say — unholy-DK is incredibly interesting now and damages very well. In addition, in terms of mechanics, he is very similar to the old demonologist, only DK in armor and even a melee. And he has a whole zoo from a ghoul, which turns into a cool abom on a proc or who knows what it’s called, and even a gargoyle. In general, I love pets very much, the instant cast for calling him is very pleasing, but here two pets at once are a complete delight. In addition, a tauren in armor looks more brutal than a skinny Forsaken in rags. The damage of the ancholic now clearly does not correspond to the level of equipment, the numbers fly out some simply indecent. I hope this will be fixed, otherwise half of the raids will be ancholics, and those who like to jump between classes in search of where it is warmer will take root in ancholics, which will not improve the community’s opinion about this spec.
In short, the ancholic got me hooked. I feel — it’s even more fun than a lock — a real lock in armor. Thing.
About the good and about the problem of choosing who to take with you to the Cataclysm — in the following posts.
Silk Guide (translation of the Ensidia guide with comments and additions) — MMOBoom
I bring to your attention the translation of Insidia’s guide on the glorious class of the Priest of Darkness.
I would like to draw your attention to the fact that I do not perform literal and, moreover, not machine translation — the original text will be corrected, supplemented and commented on.
The most significant corrections in the original I will highlight in italics. I look forward to your careful analysis. Happy reading to you.
In the following guide, I will explain the things you need to know if you play as a SHP. I will focus on the PvE aspect of the game. But the following information may be useful to you in other aspects of this game. I will try to explain all things as simply and clearly as possible, and if you have questions\corrections\comments, feel free to ask me and I will try to give you a detailed answer (personally to the author http://www.ensidia.com/muqq / or translator icq 374-136-570). I will not answer questions that are already answered in this guide, so read carefully. And I warn you in advance: there are a lot of letters and the guide is extremely detailed.
- Equipment and characteristics
- Precious stones and symbols
- Caps
- Rotation (spell priorities) and maximization of traffic police
- Talents
- FAQ (frequently asked questions and answers)
9006 From the translator
As with all casters, our 3 main stats are Spell Power, Haste Rating and Critical Strike Rating. Spirit and intelligence also affect our DPS (damage per second), but to a lesser extent. Here are the theoretical utility values for all stats expressed in Spell Power. 1 point of each stat has a theoretical utility value of
- Spell force = 1 Spell force
- Critical strike rating = 0.76 Spell force
- Speed rating = 0.98 Spell force
- Watter rating (1.88 FELLOWS (if captivity is not taken, more than)
- intelligence = 0.222222 Spell Power
- Spirit = 0.59 Spell Power
When comparing the quality of two different items (specifically for you), you should use the formula: Spell Power + Critical Strike Rating*0.76 + Inta*0.22 + Spirit*0.59+ Haste Rating*0.98 + Hit Rating*1.88 + Stone Bonuses = ? However, it’s quite difficult to calculate this for every item, so it’s enough to refer to this thread created on www.shadowpriest.com. In this topic, the quality of the items for the ShP has already been calculated for you. The item’s bonus from accuracy is highlighted in orange, that is, if you have taken a cap of accuracy, see the white value, if not taken, see the orange value.
Cap — a conditional value at which increasing the stat does not increase DPS. For accuracy, this value is 289(if the talents Focus of Darkness and Suffering are taken, but not taking them is sadism). That is, if you have 289 accuracy, you will never miss, but further increase in this characteristic will work for nothing and will not increase dps.
Also, thanks to our good friend Eoy, we can use a wonderful calculator for things that are not on this list.
If you can’t reach the hit cap with your gear, it’s a good idea to use [hit rating gems] to hit the hit cap. In any case, try to put [Runed Crimson Ruby] into the red sockets, or cheaper versions if you are short of money. Yellow slots should be filled with [Alarm Ametrines] and blue slots with [Refined Dreadstones] if the socket bonus gives us an advantage (check the above thread if you’re not sure). Else (if the socket bonus isn’t worth socketing gems by color), socket [Runed Crimson Ruby] in all sockets. In general, it’s not recommended to use yellow gems to get hit caps, so as items improve, it’s worth paying attention to items that contain hit (and capping hit with items will force you to replace gems with hit with other gems, which will lead to inevitable costs — approx. per.). As a meta stone (a special stone that is inserted into a helmet), only one stone is suitable for us — [Chaotic Skyflare Diamond], which gives +21 critical hit rating & +3% critical damage. This meta gem requires 2 blue gems to activate, so be careful to keep your items at a minimum of [Refined Dreadstone].
Speaking of symbols, there are many opinions about small symbols, and their choice is not fundamentally important. Personally, I use [Glyph of Levitation], [Glyph of Fortitude], and [Glyph of Shadowfiend].
However, I prefer to use [Glyph of Shadow Protection] instead of [Glyph of Shadow Fiend] Mind Sear], depending on the boss. Basically, if you’re not using Mind Sear, take [Glyph of Shadow Meld]. If you are not going through hard mods, then this is not fundamentally important, but there are a number of bosses in which this symbol would be extremely useful. I’m later ( in this guide, in English ) I will tell you about some tricks in CPI 25 and CLC 25 that will help increase DPS on a number of bosses. Some of these moves are based on the Glyph of Disintegration. So:
Always: [Glyph of Darkness], [Glyph of Mind Flay].
Depending on the boss: [Glyph of Darkness], [Glyph of Mind Sear].
[Helm]: 30 SPD 20 Critical Strike Rating (Exalted with Kirin Tor)
[Shoulders]: 24 SPD, 15 Critical Strike Rating (Sons of Hodir)
[Cloak]: 23 Haste Rating
[Chest]: +10 All Stats
[Wrists] Wrists: +30 Spd
[Gloves] Gloves: +28 Spd
[Pants] Pants: 50 Spd, 20 Spirit
Boots: [Tuskarr Vitality] (increased running speed will help survivability, and in some fights increase DPS) or [Icewalker] (only to get hit cap).
Weapon: [+63 SPD] or [Black Magic] (on a one-handed weapon), [+81 SPD] (Staff)
shoulders and other improvements). Make sure you choose the best enchant.
SHPs do not have stable rotation, instead SHPs use the concepts of cast priority and opening rotation. With four out of five items from T10, the priority of spells changes, but first things first.
Opening Rotation
There are a number of opening rotation variations, but I recommend you this one:
Vampire’s Touch > Devouring Plague > Mind Explosion > Mind Flay > Shadow Word: Pain rotation, but the main requirement for it is one — Shadow Word: Pain must be applied no earlier than you have collected 5 stacks of Dark Weave;
Secondly, in the rotation introduced by 4\5 T10, using Mind Blast reduces DPS.
So I prefer the following opening rotation:
Touch of the Vampire > Devouring Plague > Mind Flay > Shadow Word: Pain Shadow: Pain > Mind Flay
In other words, make sure your target has Touch of the Vampire, Devouring Plague, and Shadow Word: Pain, and throw a Mind Blast on cooldown. Fill any gaps in your rotation with Mind Flay, but be careful not to interrupt the last tick of Mind Flay. ITALIC Later I’ll talk about an interesting macro that will save you from this. If you find yourself in a situation where Mind Blast, Vampiric Touch or Devouring Plague is one and a half seconds away, then just cast Mind Flay to the end, despite the fact that the target will remain without a DoT (Spell that deals damage over time) for a second.
Spell priority with 4 T10 items.
Touch of the Vampire > Devouring Plague > Shadow Word: Pain > Mind Flay > (Mind Blast right after casting Touch of the Vampire)
In some cases, Mind Blast is not needed at all, but more on that later.
Very similar to normal priority but Mind Blast is cast half as often. But this cast is still very important, as it applies [Replenishment] to the raid. But, be that as it may, this change allows us to release 5 talents for other needs, but more on that in section 5 — Talents.
However, first of all, once in a raid, it’s worth checking the following thing — Restoration works on 10 people, so there should be at least 3 characters in raid 25, and at least 1 character in raid 10 that can apply this buff. These are 5 specs: Shadow Priest, Retribution Paladin, Ice Mage, Survival Hunter and Destruction Warlock. If there are 3 of these characters in raid 25, and you, dear ShP, are the fourth, then use the simplified rotation. Here it is:
Touch of the Vampire > Devouring Plague > Shadow Word: Pain > Mind Flay
That is 3 DoTs and 1 attacking spell that fills the meju space with DoT upgrades. And Replenishment will be on your raid members even without your Mind Blast.
But the most important principle is called ABC, Always Be Casting — Cast always. Stopping to wait for a cooldown or a half-second delay to wait for the perfect time to apply a DoT will only hurt your DPS. Don’t stop casting Mind Flay before the last tick and don’t upgrade dots until the last tick! Upgrading Touch of the Vampire to the latest DotA is a huge DPS loss that should be avoided. With an increase in haste rating, reduce your casting time and you need to be careful when throwing a DoT ahead of the curve. You should be especially careful about this under BL/heroism.
On an encounter that involves killing multiple targets at once, a good SH will maintain DoTs on all targets at the same time, remembering to only cast Shadow Word: Pain on 5 stacks of Shadow Weave.
Also remember that Devouring Plague can only be cast on one target at a time. Keep in mind that Mind Trick Talent increases damage against targets with Shadow Word: Pain DoT by 10% (critical on Saurfang Deathbringer, for example).
And the final rules of the Shadow: don’t throw Shadow Word: Death if you’re standing still and you can throw Mind Flay or Mind Blast.
Don’t waste time! If you’re on the run, do something that can help the raid! Throw Shadow Word: Death (cast on the run and even with your back to the target), refresh Devouring Plague, cast Fusion with Darkness (it will make it easier for healers if damage passes through the raid, restore mana, and since you still don’t help on the run, you won’t lose potential DPS ), Throw a Word of Power: Shield on the needy (SHP’s shield is not strong 5-8k on average but better than nothing!).
Threat
Threat is not a problem for Silk. However, when pulling the boss, it makes sense to cast Fade to make sure you don’t rip the boss while the tank is gaining aggro. By the time Shadowfall ends, Misdirects and tricks will have enough aggro for the tank. Also, Fade is indispensable for AoE (doing area damage).
To monitor the threat level, you need to use one of the addons, but more on that later.
Consumables
A list of consumables that would be nice to have for the raid:
20x — [Frost Serpent Flask]
60x — [Potion of Wild Magic]
60x — [Potion of Swiftness]
60x — [Smoke Salmon] anything)
On difficult bosses, it is customary to drink sweats (potions with a 15 second effect) before the pool, so that during the pull the sweat cooldown rolls back ( during the battle, the cd does not roll back, but if you drink the potion a second before the pull, you can fool the stupid machine ) . Have the Raidleader or tank count down to the pull, and on the count of 1 drink the pot, turn on Fade and start the opening rotation. Using a Potion of Wild Magic rather than a Potion of Haste is necessary for the following reason.
When you cast Shadow Word: Pain on a target, you are under the effect of a Potion of Wild Magic, which means your DoT has a spd of 200 and a critical strike rating of 200 more than normal. And by updating it with mind torture, this property does not disappear. Thus, the potion drunk at the beginning affects your Shadow Word: Pain for the entire battle.
During the fight itself, you should drink a Potion of Swiftness. Make sure you don’t use it at the same time as Bloodblast/Heroism. A significant overkill in Speed will not allow you to use the full potential of the Hast Pot.
There are actually only 2 options suitable for PvE. One of them for SP without 4 items from T10, the other for owners of 4/5 T10.
Regular spec
4-piece T10 spec
As you can see, the main difference is the release of 5 points from Improved Mind Flay. This allowed us to increase the flexibility of the spec. We channeled 2 points into Improved Vampiric Embrace, which is great for raid survivability in CLC Hardmodes. We also took Inner Focus and threat reduction by 16%.
Each SHP should only have 2 addons: a good DoTtracker and a good castbar. As usual, the conciseness of the interface is very important, and I am sure that many of you will take this factor into account when creating your interface. An addon that will show you DPS can come in handy, Recount or Skada can handle this role.
DoTtrackers: Auracle, ForteExorcist, ClassTimer, DoTimer.
There are a lot of DoTtimers out there, but I recommend the ForteExorcist, although it’s quite tricky to set up.
Castbars: Quartz, Gnosis, AZCastbars.
Quartz is the current standard and I use it too.
Speaking of macros, I will mention a few useful ones. The first one is a standard macro for uncasting Mind Flay and Mind Sear. I wouldn’t recommend them for players with high latency. As you get used to your ping, you will learn how to cast Mind Flay at the optimal time to minimize the loss of time and, at the same time, not to break the cast before the 3rd tick. But anyway, the increase or loss of DPS from this macro is not great, I leave its use to your discretion.
The macro mechanism is as follows: let’s say you cast Mind Flay. As you near the end of the cast, you press again and you may accidentally end the 3rd tick of Mind Flay. Using this macro will prevent you from starting a spell until this one ends. But due to the ping peculiar to Russia, I do not use this macro. My 200 pings delay the start of a new cast after the end of the previous one by about 300-400 milliseconds, while I touched the cast in advance and compensated for the delay. However, anyone can try this macro.
Regular macro for no-channeling Mind Flay casts (Remove quotes) nochanneling:Mind Sear] Mind Sear»
A common macro for a Shadowfiend. Currently, the pet uses [Creeping Darkness] (teleport to the enemy and attack) when it spawns automatically, but it often happens with a delay of a couple of seconds. Pressing this macro twice will spawn a Shadowfiend and teleport it to the enemy immediately, but I don’t think this macro is vital. Use as desired.
«#showtooltip Fiend of Darkness
/cast Fiend of Darkness
/cast [pet, nomodifier] Creeping Darkness»
Finally, we’ll make a macro that will cancel the Meld into Darkness action. I didn’t try to merge this macro with the cast of the merge itself, as this could inadvertently cancel the merge. But the macro is applicable in a number of cases, for example, when the merge is no longer necessary, but you need to continue to deal damage.
«/cancelaura Darkness»
A few macros and addons from me.
Castsequence macros help save space on your panels. Now I will explain how they work.
Teammate buff
«/castsequence reset=3 Power Word: Fortitude, Divine Spirit, Shadow Protection»
We see 3 parts here: /castsequence Command, Parameter 1 reset=3, Parameter 2 Power Word: Fortitude, Divine spirit, Protection from dark magic
The command means that by pressing the button we will cast spells from parameter 2 in turn.
Parameter 1 means that if we leave the button alone for 3 seconds, then the sequence will start over.
Let’s take an example: I press the button 1 time — a buff appears on the target Power Word: Fortitude. I press for 3 seconds again — the Divine Spirit buff appears. Wait 4 seconds and press again — Power Word: Fortitude buffs the target one more time. I press for 3 seconds again — the Divine Spirit buff appears. I press for 3 seconds again — the Protection from dark magic buff appears.
Thus, 3 buffs fit on one button. Further similarly.
Self buff
«/target {your name}
/castsequence reset=5 Inner Fire, Power Word: Fortitude, Divine Spirit, Shadow Protection»
The same, but on you personally and includes Inner Fire.
Raid Buff
«/castsequence reset=5 Inner Fire, Prayer of Fortitude, Prayer of the Spirit, Prayer of Shadow Protection»
Actively used after wipes.
Required addons (not only for SHP):
Aggro meter, necessary for any DD: Omen, Skada.
Raid: oRa3 (will tell the RL what he needs to know: cd, ping, etc.), DBM\BigWigs (will tell you what to do so as not to die).
Class: Decursive (without this thing, removing diseases and magic is hellish torment).
Q: I don’t agree with you… I think…
Answer: As I said, this is a subjective guide and I don’t require your consent on every point. In some cases there may be no theoretical proof, and then I relied on experience. If you don’t agree, then do what works best for you.
B: SPD, hast and crit. What should I focus on first?
A: With the current item set, there is no way to get haste cap, and no way to get 100% crit? so just upgrade your equipment. And yes, keep a close eye on the topic where the list of the best things for the Shp is located.
Q: When should I drop the Mind Blast and start using the 4/5 T10 chart?
A: Basically, once you get 4/5 T10 you can start using the new rotation, priorities and build. Basically, there is a point where dropping Mind Blast will start increasing your dps and Gromack figured it out. But for the lazy, I’ll say that when you take 5800 gs or start trailing CLK 10 heroes, it’s a great moment to switch to a new rotation and build.
Q: Definitely give up Mind Blast? Infa 100% that DPS will increase??
A: Well, not exactly. In this guide, I explained why this possibility arose, but the reality is that due to your ping or skill, abandoning Mind Blast will not increase your dps even after 4/5 T10 and 5800 gs. There are a couple of reasons why Mind Blast doesn’t have a last tick and you can’t interrupt it with another spell. It can also be handy to close gaps where Mind Flay could be too high. There are threads where you can get more information. Be sure to read Gromack’s post.
Q: Why doesn’t Black Magic apply to one-handed weapons anyway? He has more points when converted to theoretical units!
A: Yes, it is, but then your DPS right now will depend on the proc. Personally, I’m not used to counting on them and prefer permanent bonuses. This enchant is one of those and that’s why I prefer the permanent 63 SPD over the 250 haste proc.
Q: Why not Icebreaker and Tuskarr Vitality? After all, with an icebreaker there is more DPS!
A: The answer was mentioned above. The increase in speed and stamina is a great help when you start working on Hardmodes! In the CLC, a lot of bosses require you to be mobile, and your running speed will help you more than once!. But again, this is my personal opinion. If you personally do not need running speed, then you can use any enchant you want.
Q: I have a great GS, but the DPS is still like a tank =( what am I doing wrong?
O: Honestly, I have no idea. and the hit cap is taken, then you should just blow up the recount.If not, then you are probably a CRAB!0003
Q: Should I break Mind Flay on the 2nd tick to save time?
A: I wouldn’t recommend it. Theoretically, there may be times when this can give a DpS boost. But I am sure that many players will not be able to correctly assess the situation and choose the moment when interrupting Mind Flay will really increase DpS. I know a lot of Shadows who deliberately interrupt the cast, but I don’t consider them good Silks. For example, it is likely that if you try to interrupt Mind Flay between the second and third ticks, you will interrupt it before the second. Seriously, don’t interrupt.
Q: In what situations should you use Inner Concentration?
A: I only see 2 applications. The first is to cast before the fight and start rotating with Mind Blast, hoping for a crit to trigger Improved Spirit Trap.
The second — before trying on an expensive and very important Divine Hymn. On a number of bosses, heals will not interfere with support.
Site from ShP for ShP
Best raid gear 3.3
Perfect T10 Shp
Thoughts on speed cap
Thoughts on giving up Mind Blast
Functionality of Shadow Word: Pain
Gear Intelligence Calculator
If you have any questions about the Shadow Priests, ask me on my blog here. I will answer them and probably add them to the FAQ.
From the translator
Muqq, unfortunately, did not touch on the issue of race and professions, so I will only touch on it very briefly.
Races and professions are up to you — the bonus from them is small and unlikely to play a big role. But if you choose the ideal races, then this is Troll for the Horde, Draenei for the Alliance. The best professions are Jewel, Taylor and Enchanting.
I would also like to add a couple of things from my experience.
ShP are extremely sensitive to gear! Choose (especially spend EP and DCT) only those items that are really good for you, again, check the list.
Multidotting eats up mana very quickly! Watch for this in fights like Saurfang, Lady Deathwhisper, The Lich King, Valithria, The Professor. Plan in advance how you will use your mana regeneration abilities. The symbol of Merging with Darkness will be extremely useful.
Fighting a boss without adds while standing still is a test for SP, it is difficult to show decent DPS in such a fight, but it will help you that you almost never run out of mana if you fight against one boss without adds.