Ready Check: Cooldown Management

Ready Check is a twice-a-week column focusing on successful raiding for the serious raider. Hardcore or casual, Vault of Archavon or Ulduar, everyone can get in on the action and down some bosses. Today, we're going to look at a specific tactic for speeding your success through each encounter -- cooldown management.
The proper use of a raid's cooldowns is pretty key to maximizing your damage output. (Cooldown is one word. Yes. it. is.)
One moment, you are a meager Retribution Paladin. You struggle to maintain your place on the DPS chart. Your weak blows are the stuff of ridicule and angsty blog posts. The Death Knight next to you merely smirks at your DPS, his condescending unibrow peering at you from within his dark, dark helmet of angst. Try as you might, you can barely generate a cooling wind as you struggle to perform for your raid leader.
And then you blow wings. Suddenly, your damage is the stuff of legend! With those golden heralds of power and magnificence unfurling from your broad, manly shoulders, there is no enemy who can stand before you! You speak in all exclamation points! Women and men in Leia-costumes hurl themselves at your feet, while you swat away weaksauce Rogues and OP Warlocks with the barest of effort! Ghostcrawler is forced to resign, offering you the ultimate power in World of Warcraft design! You are fantastic!
And then it's over, so very, very much too soon. You are left to wait until your next cooldown is up to once again recapture that former glory, and remember what it was like to be the quarterback.
Okay, I exaggerate. But the idea that cooldown use increase your performance should be obvious. They don't put a spell in your Spellbook because they don't want you to use it. (Well, they rarely do so, anyway.) But cooldown management is a challenge for every raider. While a lot of folks have their cooldown management well under hand, there's still plenty of folks out there who could use some handy tips.
Every class comes equipped with procs and cooldowns. Both of these game dynamics produce a temporary buff to either the player himself or raid members around him. (The rules as to whether such a buff affects only the player, the player's group, or the entire raid are a bit too labyrinthine for a single article, so we'll skip that issue for now.) While there are methods to force an ability to proc, cooldowns are usually consciously activated by the player.
Cooldowns, obviously, aren't limited to player abilities. You can pick up many cooldown abilities from trinkets (and occasional other items). You use the item, and you get the buff for a short time. Since the item is balanced knowing you'll only have that buff for a short time, usually the bonus you receive is fairly significant.It's relatively to safe to assume that the use of a cooldown will always improve performance. But there's a lot to be said for using that cooldown at the "best" time. Do you want to use the cooldown early in the fight? Or do you want to hold onto it for something special? When will you get the most bang for your buck?
When considering when to use DPS cooldowns, I generally think of fights as falling into the "early and often" method or the "hold onto it" method. If a fight is an "early and often" fight, then you presumably don't have any reason to wait before popping a CD. The fight might even last long enough for you to use it twice, or it might just not matter when you blow your trinket. If you get to use it twice, that's pure bonus. There's is one reason to wait for special timing even for "early and often" fights -- I'll get to that in a bit.
The "hold onto it" method is a little trickier. Many boss fights have "phases" of the fight, during which certain conditions get a lot harsher. As a result, you want to get through the phase as quickly as possible. A good example of this dynamic is Kel'Thuzad. KT Big Bones himself doesn't really hit all that hard, and most of his damaging abilities are easily mitigated in other ways. (Don't stand in the circles, or interrupt his Frostbolt.)
But during Kel'Thuzad's third phase, he has a few helper friends come out. These big bugs need to be off-tanked. And while they don't start off hitting very hard, they stack a buff that will eventually mean they're one-shotting your off-tanks.
Obviously, you want to get through that third phase as fast as possible. In this case, you want to save your cooldowns for the third phase. When KT's helper bugs come out, blow all your tricks -- get through the phase as fast as possible. If you had used your CDs earlier in the fight, then you don't have that extra juice to get through the helper-phase that much faster.
I mentioned earlier that even for "early and often" fights, there's a reason to hold a few seconds for your DPS cooldown. That reason is a cooldown itself -- Heroism. (Or, of course, Bloodlust.) This buff was the subject of much angst, back during the Sunwell Plateau days. The buff was so powerful that you wanted to have many uses of it on tap, causing some weird situations with cycling Shaman players in and out of the raid. Since then, it's been nerfed a few times. Now, significantly, you get the Exhaustion (or Sated) debuff after being affected by Heroism, keeping you from getting it again for ten minutes.
Ultimately, then, you're only going to see Heroism once during most fights. Therefore, try and time your personal cooldowns such that you use them during the effects of this mammajamma buff. Letting your own cooldown ride overtop Heroism will get you some huge results.
Having touched on same basic ideas of managine your cooldowns, let's take a look at some popular fights, and when you're going to get the most bang.
Obsidian Sanctum
- Drake-Minibosses: Early and often. These guys don't particularly freak out (or even take too much damage to kill), so there's no reason to hold back. The only exception might be the last mini-boss before going to fight Sartharion himself -- if you're going to get to the big guy fairly quickly, you'll want your CDs available for that.
- Sartharion (Normal): Wait for it! In the final moments of fighting the boss, he'll freak out and summon a half million fire elementals. These elementals will immediately crawl up your healer's robes, and eat them alive. Save your CDs for when this happens.
- Sartharion (Hard Modes): I've seen a variety of methods for how to take down Sarth-3D, and so there's a lot of good reasons to blow your CDs early and often. That being said, I generally reserve my CDs for when we're fighting each mini-drake; you really want to keep those guys under control.
- Noth the Plaguebringer: Early and often . . . when he's on the floor. You want to reserve your CDs for when you're on the boss, after each wave of adds have been killed.
- Heigan the Unclean: Early and often. There's no reason to prolongue anything with this fight. And while dancing is easy once you get the hang of it, it's even better to get it done with.
- Loatheb: Wait for it! Heroism should only be cast when most (if not all) of your DPS have their spore buff. If you can, it wouldn't hurt to reserve your personal cooldowns for that time, too. But if that's not feasible (or if you think you'll have them back for when Heroism's back), blow away. You do want to get your CDs firing relatively early, though -- Loatheb erodes raid damage significantly over time, and you want to get this over quick.
Naxxramas: Spider Quarter- Anub'Rekhan: Early and often . . . when everyone's on the boss. Like Noth, there's no reason to delay, but it would be best to make sure your melee are positioned to do damage. While I suppose you can Heroically jog across the floor, you really want those guys doing damage when the buff is up.
- Grand Widow Faerlina: Early and often. . . when everyone's on the boss. As a special note about that, though. I've been focused on DPS cooldowns. Tanks obviously want to use their defensive cooldowns when she's enraged and trying to one-shot you.
- Maexxna: Wait for it! Maexxna enrages at 30%, and starts hitting a whole lot harder. This is the perfect example of "sit on your CDs." You don't want to leave your tanks taking that kind of beating for long, so hold onto your CDs for this special moment.
- Patchwerk: Wait for it! (Maybe.) At a mere 5% of his health, Patchwerk frenzies. But even at Heroic, that's only 650,000 hit points. And Patchwerk's a pretty long fight -- you get a couple of shots at your personal CDs. Ultimately, I'd say blow your personals early and often, but save the Heroism/Bloodlust until the Frenzy. This is kind of a tough call, and mostly revolves around whether your Heroism woudl be wasted coasting through that last 5% of damage. Of course, Patchie is a 6 minute fight, so that's the long end of most cooldowns.
- Grobbulus: Early and often. He does nothing freaky at the end of his health, and the faster he's down, the better.
- Gluth: Early and often. Again, he does nothing freaky at the end of his health. There's no reason to let chow build up. However, I would tip that if you're having trouble getting all the chow down during each Decimate, that might be the best time for a damage boost.
- Thaddius: Early and often (when you're on Thad himself): the very second you have your damage stacks buffing you. Obviously, that means you're waiting until after the first Polarity Shift has buffed your raid members, and then blowing Heroism and other CDs. After that initial burst, though, keep blowing them the second they come up. If you lose members during the fight, that just translates into damage potential you're losing along the way.
- Instructor Razuvious: Early and often. Razuvious, for all that he taught some Death Knights to wtfpwn the battlegrounds, isn't very creative and thus does nothing special at the end of the fight. Tear him apart, kids.
- Gothik the Harvester: Wait for it! You spend half this fight screwing around with adds. Assuming you're not having trouble keeping up with the spawns, wait until you're on the actual boss. Gothik stacks Harvest Soul when you're fighting him personally, and you want to minimize that part as much as possible.
- Four Horsemen: Early and often. If you blow away your first Horseman right away, your tanks won't even have to do a frontline switch. And the faster you tear each one down, the less raid damage you'll be worried about. Tear into them one by one, and kill 'em asap.
- Sapphiron: Early and often. Due to the annoying area effects and such, Sapphiron can have an attrition effect on your raid. Group healing and even downright deaths can erode your raid's throughput. Killing him quickly at the opening is best.
- Kel'Thuzad: Wait for it! We already talked about this. Adds come out at the end, and you don't want to be in that phase any longer than necessary. An arguable exception to this is that your raid's healing and DPS throughput diminishes radically over time due to void zones and frost bolts. In this case, it's possible that getting CDs done early might actually pull more output with you into the third phase.
- Malygos: Early and often . . . just after a Vortex. Timing it just after a Vortex ensures you won't lose buffed-time while someone's getting swept up and can't do damage. As a note, though, if you're having trouble downing sparks for whatever reason, your personal CDs might be best applied making sure that happens.
If you've rocked all the way through OS, Naxx, and EoE, chances are you've got a fairly good grip on your cooldowns. However, with as hard as the bosses there hit, I've seen a lot of good things from getting CDs firing early. (Given certain caveats: making sure Razorscale is on the ground, during Deconstructor's "heart" phase, etc.)
A caveat: ExecuteThere is another significant exception to the "early and often" rule, and that's what we call the "Execute Range." There's a series of abilities that only come into play once a critter reaches 20% of their life. The intent of most of these abilities is to significantly improve the character's DPS output during the last bit of the fight.
However, there are only a few classes that get these abilities -- Hunters, Warriors, and Paladins. There's an obvious case to be made that you might want to save raid CDs or personal CDs for that last 20%. The idea is that you'd be getting a huge overall raid boost from those three classes. But that's not gauranteed!
If you really want to figure out the math, you have to get your overall baseline raid damage. (You could use WWS or Recount, whatever you'd like, but I'd recommend grabbing it from Recount. An apples-to-apples comparison is always best) Then, using Recount, scope out your overall raid damage while your Heroism is up. Got it? Awesome. Subtract one from the other, and that's your raid bost during Heroism.
Now, do the same, while you're in "Execute Range" but only for the three execute classes. That number is the boost in Heroism from waiting until the last 20%.
Now compare your first number, and your second number. Which is bigger? Every time I've done this test, I've never found a reason to wait for Execute Range. While the execute classes definitely get a big boost from Heroism, it's never been nearly as big as what the entire raid gets at once. And while I like to think my on-the-fly math skills are pretty good, I'd rather not make a fight take longer waiting for the perfect second, and as a result miss a few seconds of buff.
If every DPS class had an effective "Execute," it would be a no brain decision. But they don't, and it's usually best to get your buff effects up front. While we'd all like to think we run perfect raids where noone dies, the reality is that the longer you wait, the more likely someone's going to die. And dead characters do no damage.
But that being said, if your raid rolls up on bosses with 5 Warriors, then maybe you should consider holding off so you can get the money shot.
Final Word
Of course, all this has to be taken with a grain of salt. Cooldowns are incredibly class specific, and there are lots of tricks can affect them. For example, as a Paladin with Darkmoon: Greatness, I try to time my wing-blow for when the card has procced.
Still, managing your raid's CDs to take place at the same time can provide an amazing burst of damage.
Good hunting.
Filed under: Ready Check (Raiding)
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Reader Comments (Page 3 of 3)
Sleutel May 29th 2009 1:30AM
"Cooldown is one word. Yes. it. is."
Was someone actually arguing about this? That's the spelling convention for most all compound-word verbs in their nominal forms. Think about it. "I have to jump start my car" versus "Can you give my car a jumpstart?" Thus, "This ability needs to cool down" versus "What is the length of this cooldown?"
WTB people with a basic understanding of the conventions of English. :\
Lemons May 29th 2009 1:37AM
"Women and men in Leia-costumes hurl themselves at your feet"
That's an umm...interesting fantasy...
Naix May 29th 2009 1:53PM
Indeed.....
Lemons May 29th 2009 1:45AM
This is true. I'll only pop my Cold Blood (pretty much the Assassination Rogue's only cooldown) if I don't have the spore debuff (or buff, whichever you please) so usually at the beginning of the fight and then sometime in between if, god forbid, I end up somehow not having the spore buff. I also know there are a few other crit CDs (like a Mage's Combustion) that you'd likewise want to save in that particular situation.
This artical seems like common sense imo. If you have a decent knowledge of the mechanics of a fight and the mechanics of your class then you should know exactly when to pop your CDs. This should have been under the "WoW Rookie" section if it didn't deal with lvl 80 raid bosses.
Lemons May 29th 2009 1:46AM
Supposed to be a reply to Eisengel's comment..
Eff this comment system -.-
Tridus May 29th 2009 5:45AM
Sometimes raid cooldown use is forced by the other limiter: healer cooldowns.
On Sarth 3D for example, if you're doing it without crazy DPS that can down a drake before the next one shows up, at some point you will have Shadron and Vesperon down at the same time. With both of those disciples (portals) also active, Sarth's breath will one shot tanks. Healer cooldowns are the main way to prevent a wipe.
In this case, you need your DPS cooldowns right at that point to blow up Shadron as fast as possible, because once your healer cooldowns run out, it's game over.
Codexx May 29th 2009 6:28AM
Two comments:
On Malygos, a couple of the guilds I've run with have decided that it's best to pop heroism at the end of phase 1/start of phase 2, in order to allow us to knock an extra 5% off his HP and get a head start downing the Scions of Eternity. It's not some magical easy mode strategy, but it's an alternative to popping it and hoping you're not screwed by Vortex.
And Mages have one of those "extra damage when enemy is low on health" abilities, deep in the fire tree. And it works at 35% health. In fact, most abilities that were labeled for 20% health were changed to 35% health when Wrath launched. There may be some left, but the ones I've seen were all changed.
Bod May 29th 2009 7:18AM
was about to post the same and noticed you had. Agree, save cooldowns on ranged and heroism/bloodlust for end of phase 1, just as he takes off, then nuke him below 50% as fast as you can. Melee can still use c/d's early and often.
Initfortehlewt May 29th 2009 7:09AM
I know that a few classes have 'passive' execute abilities such as molten fury, but I meant more along the lines of Hammer of wrath or Execute.
Although warlocks do have an execute of sorts but even then thats only 4 classes out of 10.
I'm not saying "OMFG ME WANTS SHINY FACEROLLER! GIEF OR I QUIT!" but It made me think why those classes.
Hendrata May 29th 2009 2:42PM
Was gonna say,
Certain warlock specs changes their rotation once the target is below 35% (Soul Fire, drain soul, etc), and it results in higher dps. I would still qualify this as an "Execute" style talent. I thought mages have something similar too but I'm not too sure.
lynnnpm May 29th 2009 8:09AM
Yeah,that's what I have been looking for ,thank you lol
pfoooti May 29th 2009 8:27AM
Frost Death Knights also have a mini-execute, they get a 12% damage buff on most of their best moves (oblit, frost strike) from Merciless Combat when the target is below 35%.
@MichaelGray: you should put another caveat in with the "early and often" cooldown style. Get deadly bossmods and watch it. If you pop your neatokeen cooldown right before locust swarm on Anub'rekhan or right before Maexxena is due to mass-web everybody or whatever, you might be wasting it. Additionally, "early" doesn't necessarily mean "right away". Sometimes people go nutso with the DPS cooldowns and end up stealing aggro on certain sensitive fights (watch Noth's blink, etc).
Finally, while I like the word 'angst', I think you should find a few other replacements. It's in there like three times. You do, however, get bonus points for good use of the word 'unibrow'.
Angus May 29th 2009 9:05AM
It's BLOODLUST!
Sorry, but 3 races have it compared to 1. It was always bloodlust and I hate the fact that they called it heroism on Alliance. Call it what it is.
Just like everyone calls Seal of Corruption by the name Vengeance. That's what it should be called.
Finally, you blow Bloodlust at around 25% on Patchwerk as long as your DPS is not brain dead. Blowing it at 5% is a waste. At 25% or so, your DPS should ramp up enough that you will drop him right around when it ends. This gives you the most efficient use of it and it still is present for the last 5%. Heck, considering most people spend at least 1 or 2 GCDs popping stuff to boost damage at the beginning, it makes that last 5% faster than doing it right at it.
Naix May 29th 2009 1:44PM
"weaksauce Rogues and OP Warlocks with the barest of effort!"
Wait wait wait! Warlocks are far from OP. Warlocks are the crappiest class in the game. With nurf after nurf after nurf Warlocks have been reduced to taxi service that uses his curse to buff other classes. Shamans on the other hand are seriously OP.
Hendrata May 29th 2009 2:38PM
I'm pretty sure there is an article somewhere else that is linked through WI back then that says:
Bloodlusting during execute time does not make the boss die faster than bloodlusting early in the fights. As counter-intuitive as this sounds, do the algebra yourself and you'll see.
The reason you may want to time bloodlust is for soft enrages (maexxna) or certain phases (Kelthuzad phase 3). But other than that, there is no advantages for bloodlusting in the end or early, even if all of your dps is warriors and paladins.
For fights such as grobbulus, you may even want to bloodlust early (say 30 seconds into the fight to give time for debuffs to land) where everyone is still alive.
Cakey May 29th 2009 5:26PM
Locks also get
Death's Embrace
Increases the amount drained by your Drain Life by 30% while your health is at or below 20% health, and increases the damage done by your Shadow spells by 12% when your target is at or below 35% health.
That 12% shadow boost for a lock at 35% plus Drain Soul at 25% is where an affliction lock shines.
davidfoster4 May 30th 2009 11:55AM
I wish you spent more time going into the ulduar content then the amount of time spent on "lawl /sleep Naxx" I guess I'll just have to look at EJ for stuff like that. Otherwise good article for those that have never stepped foot into Naxx.
formercustomer May 30th 2009 3:07PM
Given his comments about retribution being "too powreful" when rogue's most popular arena spec still triples retributions' numbers in the +2000 arena brackets (even in the most recent arena season), perhaps there should be some move which forces ghostcrawler's resignations.
Puma May 31st 2009 4:21PM
In the execute section, Rogues also have an ability at 20%, Deadly Throw if you have a throwing weapon equipped, that is.
pumageddon May 31st 2009 4:23PM
In the execute section, Rogues also have an ability at 20%, Deadly
Throw if you have a throwing weapon equipped, that is.