Raid CDs - who can do what

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Raid CDs - who can do what

Postby econ21 » Sat Sep 17, 2011 4:15 am

[Work in progress: I've started to become aware of the usefulness of coordinating raid CDs and would like to collect information on these abilities and tips on how to use them. All comments welcome!

This post was inspired by a nice discussion of using raid CDs during Beth'tilac by Quinafoi on tankspot: ... post526193]

Some classes bring abilities that can significantly help the whole party or raid, but are often on long cool downs. Knowing about these abilities and coordinating their use for the most opportune times can help win difficult encounters. This is a list of what raid cooldowns each class brings, their effects, CD and any comments.

Defensive raid CDs

Death Knight:

Anti-magic Zone (Unholy only)
Effect: Places a stationary Anti-Magic Zone with a radius of about 8 yards that reduces spell damage done to party members inside it by 75%. The Anti-Magic Zone lasts for 10 sec or until it absorbs a certain amount of spell damage.
CD: 2 min
Notes: useful when raid is stacked and stationary facing an AOE magic burst.


Effect: all raid members within 30 yards receive healing over time for 8 seconds
CD: 8 mn; 3.2min with Improved Tranquility
Note: must be channelled (druid is stationary and cannot cast other spells); mana efficient if many raid members require healing. A dps druid could use this ability, at the cost of pausing their damage dealing.


Divine Guardian
Effect: All party or raid members within 30 yards, excluding the Paladin, take 20% reduced damage for 6 sec.
CD: 3 mins.
Note: Very useful against AOE damage spikes, e.g. Nefarian's electrocute.

Aura Mastery (Holy only)
Effect: Causes your Concentration Aura to make all affected targets immune to Silence and Interrupt effects and improve the effect of Devotion Aura, Resistance Aura, and Retribution Aura by 100%. Lasts 6 sec
Note: Increases effectiveness of resistance aura, so helpful against burst of fire, frost or shadow spell damage. Base resistance aura provides 25% damage reduction; with aura mastery provides about 40%.


Divine Hymn
Effect: Heals 3 nearby lowest health friendly party or raid targets within 40 yards for a certain amount every 2 sec for 8 sec, and increases healing done to them by 10% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell.
CD: 8 mins
Notes: useful in emergency to stop a wipe. Can safely break channel early after maximum 12 heals granted.

Power Word: Barrier (Discipline only)
Effect: Summons a holy barrier on the target location that reduces all damage done to friendly targets by 25%. While within the barrier, spellcasting will not be interrupted by damage. The barrier lasts for 10 sec.
CD: 3 min
Notes: Glyph of PW:B raises healing within barrier by 10%; useful when raid is stacked and stationary in an area facing an AOE burst.


Spirit Link Totem
Effect: Summons a Spirit Link Totem with 5 health at the feet of the caster. The totem reduces damage taken by all party and raid members within 10 yards by 10%. Every 1 sec, the health of all affected players is redistributed, such that each player ends up with the same percentage of their maximum health. Lasts 6 sec.
CD: 3 min
Notes: very small DR and short range, but the "socialist" aspect of redistributing health can save deaths of the most injured nearby. Combining with rallying cry can be good, as the latter provides more health to redistribute.


Rallying Cry
Effect: temporarily grants you and all party or raid members within 30 yards 20% of maximum health for 10 sec.
CD: 3 mins
Note: shares cooldown with protection warrior's last stand, which is stronger for her (30% health for 20 sec).

Offensive raid CDs

The only ability of note here is the Shaman's Bloodlust/Heroism; which is also provided by a Mage's Time Warp and a Beast Master with a Core Hound pet's Ancient Hysteria.
Effect: Increases melee, ranged, and spell casting speed by 30% for all party and raid members. Lasts 40 sec.
CD: 5 min, but beneficiaries exhausted for 10 min
Note: Very powerful dps - and hps - increase best used for bursting down a boss at her most dangerous (often final stage of fight), but also when all raid members are still alive to benefit. Mage's Time Warp does the same thing; as does Beast Master Hunter's Core Hound's Ancient Hysteria.

When to use raid CDs on bosses [to be expanded]

Nefarian: Electrocute deals raid wide nature damage every time he loses 10% of health. The fight can last quite long, so some CDs like divine guardian may be used in phase 1 and become available in phase 3. However, having a raid CD order for electrocutes in phase 3 may be most useful.

Shannox: once Riplimb is dead, Magma Rupture will be cast dealing heavy fire damage that becomes progressively more dangerous due to stacking debuff. Having a raid CD order for Magma Ruptures may help raid survive during what is hopefully a brief burst phase. Paladin bubble/cancel bubble can be useful for wiping debuff on tank at after second or third rupture.

Beth'tilac: progressively enrages in the second stage of the fight, so having a raid CD order starting at 50%, popping a raid CD around every 10% , would be one approach, as suggested by Quinafoi in post linked to at start of this thread.
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Re: Raid CDs - who can do what

Postby RedAces » Sat Sep 17, 2011 10:00 am

Rhyolith: If you have multiple active volcanos and high molten armor stacks the raid damage is quit high. Additionally try to have and raid-wide CD for every stomp in P2.

Alysrazor: We used raidshieldwall for the AE during the pull and during phase 4 (before shes lifts up again).

Majordomo: Reducing cleave damage by using raid CDs is always a good idea.

Ragnaros: Traps in P1, Seed explosion in P2, transition P3->P4 (directly before the first breadth spawns) are good times to have an raidwide CD up.
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Re: Raid CDs - who can do what

Postby cerwillis » Mon Sep 19, 2011 2:42 pm

It might be useful to list the mana CDs such as Mana Tide Totem, Hymn of Hope, Innervate, etc. Also there are utility CDs such as Stampeding Roar, AotP that can come in handy with proper use. Depending on how thorough you want to be there are also Paladin hands like Sac and Freedom, Fear Ward, Tremor Totem, etc.
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