Snippets: Outside the Game

Regular readers will notice that my posts went from a regular Tuesday post to all over the place each week. Unfortunately, RL crit me with a bunch of sudden changes; new job, moving, a hurricane, health, and family all at once, ugh! I’m likely to still be in flux for a couple of months until it settles down some more but I’ll do my best to keep up with my ‘post a week’. So here are some updates for this week at least…

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Twitter

I’m such a slow adopter of technology and social media considering my chosen profession is in the IT industry. Anyways, I finally signed up for Twitter (@Kahiaau) so that I could at least read and listen to the wow chatter that I’ve been missing out on. I’ll probably be more of a lurker than a commenter, but I’ll happily respond if folks have a question or comment for me. Also, since I have an email account associated with this blog feel free to email me too!

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Buff/Nerf Cycle

One of the forums I lurk on has had several requests in the last month to reference a comic that they saw somewhere but can’t remember. Well, the comic in question is by the estimable Daily Blink guys, and here it is:

Pay No Attention to the Man Behind the Server

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Amazing Podcast

I recently came across an amazing Podcast called My Epic Heals. These guys have really done well with putting these podcasts together with some great guests and amazing healing discussions. I can’t stress enough how awesome the healing community is in wow.

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Happy Healing!

New Talents from the Mists

After reviewing the class feedback over the last couple of weeks, it’s interesting to come out of Blizzcon 2011 with some real differences to the classes. It was pretty clear from the feedback the the combinations of talents and spells for most of the healing classes are not working very well overall. One of the ways that Blizzard is trying to address this is with a complete change to talent trees.

For each healing class the 6 tiers of talents can be categorized into basic groupings of talents, of which the healing capable classes all seem to have similar groupings. In no particular order of priority the six groupings seem to be mobility, crowd control, dealing with damage, healing based, class defining, and cooldowns.

Druid
Druid Level 90 Selections

Level 15: Mobility
Feline Swiftness: Increases your movement speed by 10% and by an additional 20% whilst in Cat Form.
Displacer Beast and Tireless Pursuit both require Cat Form to be usable, and since I doubt Restoration Druids will be in cat form much even in Pandaria, Feline Swiftness is going to be our most logical selection.

Level 30: Healing based
Nature’s Swiftness: When activated, your next Cyclone, Entangling Roots, Healing Touch, Hibernate, Nourish, Rebirth, or Regrowth becomes instant, free and castable in all forms. The healing and duration of the spell is increased by 50%. (Instant, 3min CD)
Renewal: Instantly heals the druid for 30% of maximum health. Usable in all shapeshift forms. (Instant, 2min CD)
Cenarion Ward: Protects a friendly target, causing any damage taken to heal the target for 2660 every 2 sec for 6 sec. Gaining the healing effect consumes the Cenarion Ward. Usable in all shapeshift forms. Lasts 30 sec. (Instant, 40yd range, 30 sec CD)
All of these are interesting healing choices, so theorycrafting and play style will likely determine their fate.

Level 45: Crowd control
Mass Entanglement: Roots all enemies within 12 yards of the destination for 8 sec. Damage caused may interrupt the effect. Cannot be cast while in Bear Form or Cat Form. (2 sec cast, 30 yd range, 1 min CD)
Typhoon: Summons a violent Typhoon that strikes targets in front of the caster within 30 yards, knocking them back and dazing them for 6 sec. Usable in all shapeshift forms. (Instant, 20 sec CD)
From a Restoration perspective Faerie Swarm would have very little use unless you are hitting a mob, so that leaves 2 choices of which Mass Entanglement is likely to be the top pick for PvE use considering the usefulness of roots as a crowd control in dungeons.

Level 60: Shapeshifting (Class defining)
Wild Charge: Grants a movement ability that varies by shapeshift form.

Non-shapeshifted: Fly to an ally’s position and your next healing spell costs no mana.
Bear Form: Charge to an enemy, immobilizing them and granting you 30% haste.
Moonkin Form: Bound backward and gain 20 Lunar or Solar energy, whichever is more beneficial to you.

Incarnation: Activates a superior shapeshifting form appropriate to your specialization for 30 sec. (Instant, 3 min CD)

Feral: King of the Jungle. Improved cat form which allows the use of all abilities which normally require stealth, and allows the use of Prowl while in combat.
Restoration: Tree of Life. Tree of Life form that increases armor by 120% and enhances Lifebloom, Wild Growth, Regrowth, Entangling Roots, and Wrath spellcasts.

Force of Nature: Summons 3 treants to assist in the Druid’s current combat role. Treant capabilities vary by specialization. Usable in all shapeshift forms. (40 yd range, Instant, 3 min CD)
As class defining talents, these will probably be another tier in which theorycrafting and play style will likely determine their fate.

Level 75: Dealing with damage
Demoralizing Roar: The Druid roars, disorienting all enemies within 10 yards for 4 sec. Using this ability activates Bear Form. (Instant, 30 sec CD)
This tier contains very feral/bear centric talents in the form of Ursol’s Vortex and Bear Hug, so there wasn’t really a healing talent choice. as they stand now don’t provide a very good option for restoration druids, but Demoralizing Roar is the one I’d be most likely to select for those “get them off me moments”.

Level 90: Cooldowns
Disentanglement: Shapeshifting now removes roots. In addition, shifting into a form heals the Druid for 20% of maximum health. This heal cannot be received more often than once every 30 sec.
This tier doesn’t seem to have anything to support Resotration; Heart of the Wild and Master Shapeshifter in particular don’t have anything compelling for healing druids.

General Thoughts:
There are a couple of talents here that feel very out of place within a given tier, so I fully expect some changes to occur before this tree goes live. This is particularly true since they are switching up the specs for druids to include all four “specs”.

Paladin
Paladin Level 90 Selected

Level 15: Mobility
Speed of Light: Increases your movement speed by 60% for 6 sec. During this time, you radiate healing to nearby allies.
Long Arm of the Law: A successful Judgement increases your movement speed by 45% for 4 sec.
Pursuit of Justice: You gain 10% movement speed for each current charge of Holy Power.
All of these provide a nice movement boost for Holy Paladins, but Speed of Light gives a bonus to healing as well.

Level 30: Crowd control
Fist of Justice: Stuns the target for 6 sec. (30 sec cooldown)
Repentance: Puts the enemy target in a state of meditation, incapacitating them for up to 1 min. Any damage from sources other than Censure will awaken the target. Usable against Demons, Dragonkin, Giants, Humanoids and Undead. (1.5 second cast)
This tier looks to contain more situational or PvP talents for Holy Paladins and Seal of Justice reads like it will require regular damage to get the most out of the talent.

Level 45: Dealing with damage
Blessed Life: You have a 100% chance to gain a charge of Holy Power whenever you take direct damage or are stunned, feared or immobilized. This effect cannot occur more than once every 8 seconds.
This is an interesting tier because both Sacred Shield and Ardent Defender are geared toward situations in which large amounts of damage are expected, leaving Holy Paladins choosing Blessed Life.

Level 60: Healing based
Selfless Healer: Your successful judgements reduce the mana cost of your next Flash of Light by 50% and improve its effectiveness by 50% when used to heal others. Stacks up to 2 times.
Eternal Glory: Your Word of Glory and Light of Dawn have a 30% chance not to consume Holy Power.
Holy Shield: Shields a friendly target, absorbing 1507 damage per charge of Holy Power for 10 sec (costs Holy Power).
This tier contains some real choices for Holy Paladins, but based on the incomplete nature of these talents I expect some tweaking in the future.

Level 75: Hand of the Paladin (Class defining)
Acts of Sacrifice: Reduces the cooldown by 20% and mana cost by 20% of your Hand of Freedom, Hand of Protection and Hand of Sacrifice. In addition, your Cleanse will remove one movement impairing effect if cast on yourself.
Clemency: When activated, immediately finishes the cooldown on your Hand of Freedom, Hand of Protection, and Hand of Sacrifice. (Instant, 5 min cooldown).
This tier focuses on the Paladin Hand spells and provide some much needed alternatives for that under used Hand of Salvation. However, I don’t see Veneration being widely used by Holy Paladins unless it’s an encounter specific need.

Level 90: Cooldowns
Holy Avenger: Summoning your Guardian of Ancient Kings also imbues you with the power of a Holy Avenger. Holy Avenger: none of your abilities consume Holy Power and cast as if 3 Holy Power were consumed. Lasts 10 sec.
Sanctified Wrath: You gain more frequent access to one of your abilities during Avenging Wrath.

Holy: Holy Shock has no cooldown.
Protection: Judgement has no cooldown.
Retribution: You can use Hammer of Wrath.

Divine Purpose: Abilities that cost Holy Power have a 15% chance to cause the Divine Purpose effect.
As Paladin “cooldown” talents go these will probably be the tier in which theorycrafting and play style will likely determine their fate.

General Thoughts:
Interestingly, the Paladin talent tree felt like I was getting a lot of choice in talents for a healer for most of the tiers. This talent tree feels like it is the most complete of the healing classes, so I predict that the Paladin talent tree will have the least amount of talent movement and redesign aside from basic tweaking of the talent values.

Priest
Priest Level 90 Selected

Level 15: Crowd control
Psychic Scream: The caster lets out a psychic scream, causing 5 enemies within 8 yards to flee for 8 sec. Damage caused may interrupt the effect. (Instant, 30 sec CD)
Void Tendrils and Psyfiend both seem very situational, if at all viable for healing priests in PvE settings, so I’ll probably stick with the tried and true. However, it does strike me as odd that one of the priest’s defining abilities is stuck as a talent.

Level 30: Mobility
Body and Soul: When you cast Power Word: Shield or Leap of Faith, you increase the target’s movement speed by 60% for 4 sec.
Path of the Devout: Increases your movement speed while Levitating by 25%.
Phantasm: Any time you Fade, you remove all movement impairing effects from yourself and your movement speed will be unhindered for 3 sec.
I’m excited to see the Holy talent Body and Soul accessible to Disc and Shadow priests, so that is a win for me at least. The other two talents look like interesting choices for all priests as well, so it will probably be left up to situational and play style choices.

Level 45: Dealing damage
From Darkness, Comes Light:

Surge of Light (Caster Form): You have a 6% chance when you Smite, Heal, Flash Heal, Binding Heal or Greater Heal to cause your next Flash Heal to be instant cast and have no mana cost.
Surge of Darkness (Shadowform): You have a 6% chance when you deal damage with Mind Flay to cause your next Mind Blast to be instant cast and have no Shadow Orb cost.

Divine Star: Fires a Divine Star in front of you, traveling 20 yards doing damage to all enemies and healing all friendly targets in its path. (Instant, 30 sec CD) After reaching its destination, it will return to you also dealing damage and healing all targets in its path.
Archangel:

Archangel (Caster Form): Consumes your Evangelism, increasing your healing done by 5% for each Evangelism consumed. (Instant, 30sec CD)
Dark Archangel (Shadowform): Consumes your Shadow Orbs increasing the damage done by your Mind Flay, Mind Spike, Mind Blast and Shadow Word: Death by 5% for each Shadow Orb consumed. (Instant, 90 sec CD)

Unfortunately, the stickler for me was seeing the loss of the mana regen aspect of Archangel. However, I like the idea of Divine Star and look forward to seeing how it plays.

Level 60: Healing based
Desperate Prayer: Instantly heals the caster for 30% of their total health (instant, 2min CD)
Angelic Bulwark: Increases the effectiveness of your own shield effects on yourself by 30%.
Final Prayer: Any time a damaging attack brings you below 30% health, you gain an absorption shield equal to 20% of your total health lasting for 20 sec. This effect cannot occur more than once every 90 sec.
It looks like our “healing based” category is all self-healing/mitigation based options, but I can’t say they won’t be compelling choices considering how useful Desperate Prayer is in Cataclysm content.

Level 75: Mana Infusion (Class defining)
Twist of Fate: Increases damage and healing done to targets at or below 25% health.
Power Infusion: Infuses the target with power, increasing spell casting speed by 20% and reducing the mana cost of all spells by 20%. Lasts 15 sec. (Instant, 2 min CD)
Serendipity: When you heal with Binding Heal or Flash Heal, the cast time of your next Greater Heal or Prayer of Healing spell is reduced by 20% and mana cost is reduced by 10%. Stracks up to 2 times. Lasts 10 sec. Mind Melt (Shadowform): When you real damage with Mind Spike, the cast time of your next Mind Blast is reduced by 50% lasting 6 sec. Mind Melt can stack up to 2 times.
The Mind Melt component of Serendipity feels tacked on to appease Shadow priests so I fully expect more tweaking of the talents in this tier.

Level 90: Cooldowns
Vow of Unity: You create a Vow of Unity with the friendly target. Whenever you heal the target through spells and effects, you are also healed equal to 20% of the amount. In addition, when the target is attacked, 50% of the damage is redirected to you over 6 sec. If your target is victim to an attack greater than 30% of their total health, the Vow of Unity effect ends. (Instant, 3min CD)
Void Shift: You swap health percentage with the current friendly target. After this effect ends, you are instantly healed for 25% of your total health. (instant, 3min CD)
Vampiric Dominance: When you real damage or healing 15% of the amount is healed to up to 3 low-health nearby allies.
This tier will give priests some really interesting choices for healing and damage, so I expect theorycrafting and play style will likely determine their fate.

General Thoughts:
Priests are a unique class to work with because they have two distinct healing specs, so the talent tiers are heavily tipped in that direction. However, I predict that the higher level talents will get some rework in the future to balance the healing with the class defining talent tiers.

Shaman
Shaman Level 90 Selected

Level 15: Crowd control
Earthgrab Totem: Summons an Earthgrab Totem with 5 health at the feet of the caster for 45 sec. The totem pulses every second, rooting all enemies within 8 yards for 5 sec. Recently rooted enemies will instead have their movement speed reduced by 50%. (Replaces Earthbind Totem)
Repulsion Totem: Summons an Air totem with 5 health at the feet of the caster for 15 sec that repels enemies.
The talent Frozen Power seems very situational for Restoration to be using, especially with more obviously useful options available.

Level 30: Dealing with damage
Nature’s Guardian: Whenever a damaging attack brings you below 30% health, your maximum health is increased by 15% for 10 sec and your threat level toward the attacker is reduced. 30 sec CD.
Stone Bulwark Totem: Summons an Earth totem with 5 health at the feet of the caster for 30 sec that grants the caster a shield absorbing 2549 damage and refreshes that shield ever 5 sec (1 min CD)
Astral Shift: Seek haven by shifting partially into the elemental planes, reducing damage taken by 50% but also all damage and healing dealt by 50% for 6 sec. (2 min CD)
A potential self-healing cooldown for Restoration Shamans is included in this tier, which considering my comments in the healing based category, I suspect there will be some talent swapping before these go live.

Level 45: Mobility
Windwalk Totem: Summons an Air totem with 5 health at the feet of the caster for 6 sec, granting raid members within 30 yards immunity to movement-impairing effects. (1 min CD)
Tranquil Mind Totem: Summons an Air Totem with 5 health at the feet of the caster for 6 sec, granting raid members within 30 yards immunity to spellcast interruptions and silence effects.
Improved Ghost Wolf will probably be a more PvP selection talent, but the other two options in this tier suggest that Restoration Shamans will have some interesting choices to make in their talent selection.

Level 60: Healing based
Healing Tide Totem: Summons a Water totem with 5 health at the feet of the caster for 10 sec, healing the 5 most injured raid members within 40 yards for 1060 health every 2 sec. (3 min CD)
Ancestral Guidance: When you deal direct damage or healing for the next 10 seconds, 40% of that amount is copied as healing to a nearby injured ally. (3 min CD)
Fortifying Waters: Allies standing within your Healing Raid receive a 10% reduction to incoming magic damage.
Some really interesting choices available to Restoration Shamans, although Fortifying Waters feels more like a “Dealing with damage” ability, so I expect some shifting around to occur before the talent trees go live.

Level 75: Cooldowns
Nature’s Swiftness: Passively increases spell and melee haste by 5%. When activated, your next Nature spell with a base casting time of less than 10 sec becomes an instant cast spell (1 min CD)
Echo of the Elements: When you cast a damage or healing spell, you have a chance to gain Echo of the Elements, duplicating that spell’s effect.
This tier will be the source of our old old healing cooldown and Echo of the Elements which has some very exciting potential, but also Elemental Mastery which isn’t really a compelling choice when balanced against the other two options.

Level 90: Totemic harmony (Class defining)
Elemental Harmony: You may summon multiple totems of the same element simultaneously.
Totemic Restoration: If a totem is replaced or destroyed before its duration expires naturally, its cooldown is reduced in proportion to the lost duration.
Totemic Projection: Relocates your active totems to the specified location. (10 sec CD)
Some really interesting and new options for Shamans and I for one am looking forward to how Elemental Harmony will play out, especially for healing cooldown totems (e.g., Mana Tide).

General Thoughts:
Since Blizzard has indicated a distinct and long overdue change to how Shaman totems are used, the talent tree definitely reflects these changes. Categorizing tiers of very totem centric talents, which are a class defining concept was a lot harder to accomplish even than the unique perspective that priest talents contained.

Special mention to MMO Melting Pot for providing the talents in text form for me to use in my post.

Happy Healing!

/Inspect Paladin

9 circles of mmo hell This week I took a closer look at the Paladin Class Feedback Forum, which is brought to you by one posts’ comparison of Paladins to Dante’s Inferno. I personally just like the line, “Justice urged on my exalted Creator: Divine Power made me, The Supreme Wisdom and the Primal Love” (Dante, Inferno: Canto III).

This sample of paladin posts were drawn from a semi-random sample of 3 pages on the forum in which healing was mentioned. The 18 posts I looked at contained 8 posters claiming at least some PvP experience and all of the posters claiming PvE experience. None of the posts I reviewed were by a player that was strictly a PvP player.

The biggest quality of life issue mentioned by seven (7) of the posters was the need to talent into the ability to dispel magic debuffs. This is a difficult transition for many Paladin players with the introduction of Cataclysm because this was a standard Pally ability in previous expansions that has now been relegated to ‘optional’ status. However, no suggestions for improvements were provided by the sample group.

Two factors in the Paladin struggle with mana regeneration are the healing reduction during the use of Divine Plea (6 posts) and the use of Judgement in the healing rotation (2 posts). Both of these issues came up in association with controlling mana regeneration, since there is limited ability for Paladins to generate a burst of mana regeneration as there is for the other healing classes. While there is a ‘/cancelaura’ work around for the Divine Plea mechanics to reduce the healing impact, the mana regen is then further limited. Additionally, the frequent loss of a GCD to maintaining Judgement uptime has impacted Paladin efficiency during high work load encounters.

Interestingly, several posters (4) mentioned the ‘ramp up’ time associated with Holy Power and included a plea for it’s redesign on their wishlists. However, there is a facet to this new mechanic that makes the Paladin playstyle enjoyable. Only time will tell if additional tinkering with the spells associated with Holy Power generation and sinks will alleviate some of the tension here. At least there were some interesting recommendations on changes to these spells to make the Holy Power mechanic more interesting. One of which was to make the cone for Light of Dawn wider or radial from the Paladin, thereby increasing it’s effectiveness even though it’s tied to Holy Power generation.

This brings me to the topic of AoE healing and the positional requirements of Holy Radiance and Light of Dawn (6 posts). Holy Radiance constrains the Paladin’s range for AoE healing and Light of Dawn constrains the direction that the Paladin is facing and the angle of the other players from the Paladin.

The topic of highest priority on Paladin wishlists (7 posts) was a change to Mastery (Illuminated Healing). Illuminated Healing only produces the ‘bubble’ from direct heals and doesn’t transfer or work on the Beacon of Light target. For this reason, Paladins feel like mastery is more of a small bonus to their healing rather then a stat actually worth taking. Suggestions included changing it to a way to generate holy power, or at the least make it work on the Beacon of Light heals.

As expected, the Paladin feedback mentioned problems with Flash of Light and Divine Light. The reduced use of Flash of Light and Divine Light are another problem similar to what I’ve found mentioned for the other classes. For a review of how much the Paladin feedback on these concepts is interesting in light of the numbers see the Druid Feedback post.

A total of 20 different abilities were mentioned as being unused spells including Flash of Light (9 posts), Hand of Salvation (9 posts), Light of Dawn (5 posts), and Turn Evil (5 posts). At least with the ‘Hand’ spell, it has very situational uses, explaining it’s placement on this list.

Happy Healing!

/Inspect Shaman

Earth and ShieldThis week I took a closer look at the Shaman Class Feedback Forum, which is brought to you by ‘Not the Earth Shield You are Looking For’. Going through the shaman responses was like reading John Milton, you’ll understand that reference if you’re a shaman player.

This sample of shaman posts were drawn from a semi-random sample of 3 pages on the forum in which healing was mentioned. The 30 posts I looked at contained 14 posters claiming at least some PvP experience and all posters claiming PvE experience. One (1) of these posters did indicate that they had very little healing experience or that healing was a secondary spec or play style for them. None of the posts I reviewed were by a player that was a strictly PvP player.

Water Shield was the most frequently cited quality of life issue throughout the forum. Over 36% of the posts indicated that water shield was difficult to keep up throughout a fight. Most of these posts indicated that a glyph similar to the one for Lightning shield should be added for water shield.

The other quality of life issue was that while totems are a unique and desired play style for shamans, the mechanics and functioning of them are a problem. Six (6) posts indicated duration and range problems, six (6) posts indicated problems with active totems replacing passive totems when dropped, four (4) posts indicated problems with Elemental totem control, and three (3) posts indicated problems with constantly moving totems during fights. An additional problem mentioned was 2 posts on the limitations of Spirit Link Totem, including range and throughput issues. It seemed that these problems led to more interest in changing the underlying mechanics of the various totems. One example would be to create Elemental totems associated with each spec. For example, Elemental spec gets a fire elemental, Enhancement a wind elemental, and Restoration a water elemental. Additionally, a change to Spirit Link Totem to make situational use more in line with a raid or tank saving cooldown.

Additional issues mentioned included, limitations with AoE healing (4 posts) and healing throughput/cooldowns (5 posts). Improvements to these issues were on the top of most (36%) Shaman post wish lists. Including such creative suggestions as changes to Chain Heal. “If it hits less then 4, the ‘wasted’ jumps spread riptide on random injured raid members. So if your chain heal heals just 1 target, 3 riptides on random injured raid members are applied”. Another creative suggestion was associated with a potential ‘Water Elemental’ which would have a “passive ability similar to what the Ancestral Awakening talent does, healing frindly targets for a small portion of your direct heals, critical or not”.

A total of 28 different abilites were mentioned as being unused spells including Unleash Elements (9 posts), Healing Surge (9 posts), Rockbiter Weapon (7 posts), and Chain Heal (5 posts). At least with Unleash Elements and Rockbiter Weapon, they have very situational uses. The reduced use of Healing Surge and Chain Heal are another problem similar to what I’ve found mentioned for Druids and Preists. I bet even the Paladin feedback will mention problems with Flash of Light and Divine Light!

Happy Healing!

/Inspect Priest

This week I took a closer look at the Priest Class Feedback Forum, which is brought to you by the forum quote “Holy is like the Edward Cullen of Priest specs – sparkly but useless”. I will also admit it was interesting going through the priest responses compared to the druid responses because there were a lot more comments that fell on either end of the verbose spectrum, either monosyllabic or so wordy they needed two posts.

This sample of priest posts were drawn from a semi-random sample of 3 pages on the forum and since all three specs can do healing, holy or disc specific comments were targeted. The 32 posts I looked at contained 15 posters claiming at least some PvP experience and all but one claiming PvE experience. Four (4) of these posters did indicate that they had very little healing experience or that healing was a secondary spec or play style for them. The posts were also nearly evenly experienced with 15 having healed as Holy and 19 having healed as Disc priests.

An interesting comment that kept weaving through several of the posts was that Holy priests felt that they were forced to spec Disc in order to gain raid spots (at least 3 specific comments). However, based on the sub-sample collected it looks like the Holy priests are still out there holding their own. In fact, 1 post discussed how much they enjoyed Holy healing in raids compared to other healers. This sounded to me more like a guild problem than anything else.

Another freqently cited topic was the state of cooldowns for priests, Holy specifically. This seemed to be the biggest factor as to why many of the holy priests claimed they didn’t get raid spots. Seven (7) comments specifically requested raid wide cooldowns for Holy and one (1) comment added an improvement to Guardian Spirit. Of course, I also saw mention by two posters that both Power Word: Barrier and Guardian Spirit were too situational to be effective. So, there may be a situational factor with the Guardian Spirit Cooldown that is causing problems too.

Atonement and Archangel specs for Disc priests were a frequent topic of discussion, as 6 posts indicated problems with different aspecs of this spec. The major problem was the range issues priests were expriencing with certain fights that are slated to be fixed in the 4.3 patch (source). Interestingly, one of the posts also mentioned the investment involved in the Archangel/Atonement spec, as it requires 5 talent points and 2 major glyphs to be effective. On a more asthetic note, one post recommended increasing the size of Archangel wings on Tauren, something I’ve certainly heard mentioned being slightly odd looking.

It also seems that discipline priests (7 posts) are finding that the Mastery talent needs to be reworked. Having a limited number of spells affected by our mastery and the weak balance of Divine Aegis itself were mentioned as factors. In fact 2 comments mentioned wish list ideas for reworking Divine Aegis by perhaps moving it to a multi-target shield spell.

It would also seem (and from my own experience) that priests are experiencing some problems in PvP with regard to mana and melee. Five (5) posts mentioned that one of their quality of life issues is the inability to counter melee focus and melee cleave teams. While, only one (1) post mentioned that mana issues in pvp were a quality of life issue. Of course, Blizzard will also have to wade through posts by very confused priests, such as the one that mentioned that a problem with the class is that “the only cc we really have is fear ward”.

Additionally, it appears that priests have the same problem as Druids in that 28% of the posters reviewed indicated that one of their least used spells was either Heal or Flash Heal. So how about the priests take the time machine back to last week’s Druid Introspection and return. Back? Good. Then maybe you noticed that the Priest Heal is competitive within the pack, slightly below Paladins but slightly above Druids and Shaman in terms of effective HP. What’s the problem here? Perhaps it is the weak state of Heal and the mana consumption of Flash Heal as they were the topic for a couple of the comments for other questions.

The other spells that are less frequently used included Mind Sooth (12 posts), Holy Nova (11 posts), Renew (10 posts), and Mind Vision (5 posts). I imagine that Blizzard would agree that Mind Sooth and Mind Vision are situational spells and there is a reason that they don’t see a lot of use. As for Renew and Holy Nova, I suspect that we’ll see something Soon™; from Blizzard in response to the utilization of these two spells.

I hope these class feedback reviews are motivating other healers to think about how their class functions and that comparing your perceptions are not always the most effective way to evaluate a particular class. It has certainly been interesting to review these comments and realize that some of the healing population (regardless of class so far) lack understanding of the differences that Blizzard has built into the different classes.

Happy Healing!

/Inspect Druid

To borrow a famous Star Trek line: “Damn it man I’m a Druid not a Paladin”. This line is brought to you by confused druid healers everywhere (as evidenced by the posts in the Druid Class Feedback Forum – source). It all started with a data analysis experiment based on me wondering just what kind of information Blizzard is getting from this source since they recently indicated that they were compiling the feedback.

The experiment started with the set of posts drawn from a semi-random sample of 7 pages on the forum; all posts in the sample contained a reference to healing or a resto druid spell name. The 37 posts I looked at contained 18 posters claiming at least some PvP experience and 28 claiming PvE experience. Eight (8) of these posters did indicate that they had very little healing experience or that healing was a secondary spec or playstyle for them.

The most interesting piece of data that I found was that 16 of the 37 posters indicated that Tree of Life should be added back into the game as a permanent form for healers. At least if Blizzard doesn’t realize the mistake they made with this change, there were a couple of interesting suggestions to improve this “quality-of-life” issue, mostly pertaining to using a glyph that gives the tree of life treant form by default without bonuses and using the new tree of life form to represent the healing cooldown. Interestingly, only 1 of the 37 posters indicated that they actually enjoyed the lack of a permanent tree of life form. The remaining posters did not mention a preference. I wonder if the same proportion of posters throughout the forum indicated that they want a return to a permanent ToL form (it’s certainly on my wish list for the class).

As expected, over half of the posters indicated specifically that the key quality that made them interested in druids was the shapeshifting aspect and being able to change forms. Several of the posters also specifically mentioned that they liked the interaction of their healing spells and how they work together to support healing overall. Other “quality of life” aspects mentioned were the lack of survivability in pvp and the inability of druids to use heal spells in other specs without shapeshifting out of their form.

However, the most common complaints that “make playing the class less fun” pertain to the set-up time for healing and the changes that reduce the mobile healing aspect of druids. A frequently cited (14 of 37) concern was the mechanic of stacking lifebloom on a single target (typically the tank). Many of the fights you see in cataclysm include tank swaps in which druids are switching between the tanks and building the three stack of lifebloom. This takes roughly 3 GCDs and the equivalent of 4000 mana to accomplish for each target change. Most of these posts indicated that their wishlist for the class includes a change to lifebloom, to either quickly switch the target of their lifebloom stack or be able to put a stack on more than one target.

Another piece of interesting information was that 33% of the posters reviewed indicated that one of their least used spells was either Nourish or Regrowth. Since this is a data analysis post, lets take a slightly closer look at Nourish and Regrowth compared to other healing classes…

Class Heal Cast Time Heal Amt.
Druid Nourish 3 sec 2403 to 2791 + 20% (519.4)
Paladin Holy Light 3 sec 4163 to 4637
Priest Heal 3 sec 3136 to 3644
Shaman Healing Wave 3 sec 2803 to 3201

Class Heal Cast Time Heal Amt.
Druid Regrowth 1.5 sec 3383 to 3775 + 1147.98 over 6 sec
Paladin Flash of Light 1.5 sec 6907 to 7749
Priest Flash Heal 1.5 sec 6272 to 7288
Shaman Healing Surge 1.5 sec 4484 to 5122


The most commonly cited reason for Nourish being the least used heal was due to the cast time of the heal. At the recommended 2005 (15.66%) haste breakpoint for a PvE druid (as discussed in previous posts), the cast time using the formula [New Casting Time = Base Casting Time / (1 + (% Spell Haste / 100))] is reduced to 2.5 seconds with rounding. Nourish provides 3116.4 HP heal for a 2.5 sec cast time, which is relatively competitive to Priests and Shaman. The data would suggest to me that these healers need to get more haste on their gear to hit the 2005 haste breakpoint and reduce their cast time.

The most commonly cited reason for Regrowth being the least used heal was due to the weakness of the heal produced by Regrowth. The basic math of 3383+1147.98 to 3775+1147.98 suggests that Regrowth heals for a base of 4530.98 to 4922.98 HP. Now we might see a grain of truth compared to the other healing classes. But wait! PvE druids should be casting this spell during an Omen of Clarity proc, which means basically your quickest heal plus hot spell is mana free. Additionally, this heal is extremely useful to the druid healing style since it refreshes lifebloom, refreshes your mastery proc (Harmony), and leaves a short hot on your target that can be used for your swiftmend cooldown.

Keep in mind with both of these spells I’m not even going into the heal amount per mana cost analysis, as this was just an illustration of the information that Blizzard is working with. However, from the data I found in this sample it might suggest to a theorycrafting restoration druid healer that these healing druids don’t know their toolbox or the latest information regarding efficient healing style.

A total of 21 different abilites were mentioned as being unused spells include Hibernate (4 posts), Sooth (11 posts), and Thorns (12 posts). All of which have very situational uses. Such as when Lockmaw casts Venomous Rage and you can’t get a Shiv or Tranquilizing Shot from your group; use Sooth. Beauty’s puppies and Hex Lord Malacrass’ adds Lord Raadan and Slither can all be Hibernated.

Unfortunately, Blizzard also has to wade through posts such as one that wants a “return to the role switching days of old” or one poster that complained about situations in which other healers outshine druids, such as priest mitigation with shields.

Happy Healing!

Deathwing’s Warmaster

Hunter and Druid with Ooze pet
Unfortunately, I returned from Dragon*Con with the flu that turned into ick and crud (hence the picture of the ooze pet)… I’m back, not 100%, but better, so here’s an attempt at posting!

I’m continually amazed at the depth of knowledge of many RP’ers on the lore of Warcraft, but from a lore beginner’s perspective it can be hard to jump in at this late point and still understand what’s going on. That’s why something like what Gauss does with his “Lore Fail Days” can be so helpful, which appropriately today covered Deathwing!

The official preview of the raid that will be unveiled for tier 13 and the final raid of cataclysm presents us with a raid that will contain “six mighty bosses” before the Deathwing encounter. Based on the preview I’d guess one of these will be Warmaster Blackhorn. It also reads like we will face another 3D fight akin to Occulus and TotFW when “players will parachute from soaring gunships to attack the monster mid-flight and attempt to weaken him by ripping away his armor, exposing the molten flesh beneath”. Didn’t Blizzard learn that 3D fights were a BAD IDEA when they had to bribe players to run the Occulus?

Happy Healing!

New Healer

A recent forum question asked which healer is the “easiest to learn and pick up on”? I saw the question and thought “well, isn’t that subjective”… but then I wondered…

First, how do you define “easiest to learn and pick up on”? Learning a new class is complicated by how much experience you have in learning a specific task or activity such as healing in a MMORPG. If you have previous experience on a healer then a similar play-style healer will be easier to learn because you are only learning the specific mechanics/toolbox of the new healer and not “how to heal”. If you don’t have previous experience then two different factors come into play: 1) healing style preference and 2) toolbox size. Although, a new healer might not know their own healing style preference until they have a chance to try a couple.

Experienced healers in WoW would probably recognize that you can pair up the 5 healing specs according to those categories and get what could be termed cognate healers i.e., two specs that are similar within either healing play-style or toolbox size. Shaman and Paladins have similar healing play-styles because they both have a “tank buff” (ES/BoL) and two AoE heals as their class features. Druids and Disc Priests to me actually feel like they have similar healing styles because they both rely on pro-active healing, they HoT (or shield) the target(s) to smooth out or prevent incoming damage. Holy Priests and Paladins are similar because they both have the same level of cool-down toolbox as well as having a very reactive healing play-style.

Interestingly, the question might be better answered with what are the typical stumbling blocks new players have with the different healing specs. Holy Priests have gotten more complex in Cataclysm with the Chakra system, which can difficult for new healers to grasp (e.g., the number of folks that I’ve heard switched to disc for just this reason), and the fact that they have a HUGE toolbox. Druids are complex because they require the new healer to be in the mindset of pre-hotting before the damage is incoming. Shaman as mentioned above have OMG Totems and multiple shields to keep track of. Disc Priest also require the new healer to have a preventive mindset to effectively use the shield mechanic, as well as having the HUGE toolbox to draw from. Finally, Paladins have a large cooldown toolbox, but are largely reactive healers and the toolbox only really becomes complex at endgame. Hint: most new players pick up reactive healing quicker because “fill the green bars” is a straightforward concept.

TL;DR Complex question without an easy answer, but experienced healers should start with learning a similar healing style and new healers start with either a Paladin or a Druid to get a feel for one of the two extremes to determine if they like it and switch to the other if they don’t.

Happy Healing!

Snippets Week 36: The Silly

I can’t believe how many weeks one of the search terms for my blog is something like “silly druid” or “world of warcraft jokes”. Is World of Warcraft too serious for people? Clearly there is a lack of humor if one of the best hits they get from a search engine is my Silly Page. So to get this week started I present to you my personal “Troll Quote” meme production:

For Science!

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Updates to Class Pages

On a serious note, I’m slowly going through my blog and updating the information available. Recently I’ve gone through each of my class pages and updated the information for Patch 4.2. The pages in which the update is “in progress” just means that the dps specs that I had some information for has not been touched so dpsers beware.

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Transmogrification

Transmogrification has taken the WoW community by storm. In case you are confused as to the purpose or the utility. It provides a way for players to “customize” their character’s appearance through cosmetically changing the appearance of their gear. Or to bring a different/simplistic slant, now we get to play dress-up with our toons! If you are still having trouble deciding on which items you want to use or just now are getting into the idea of “transmogging” here are some resources that I’ve collected from various forums and/or blogs:

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DPS Perspectives

This past week while Jasyla from Cannot be Tamed was away she had a guest post a somewhat “tongue in cheek” view of healers from the dps’ perspective by Zwingli of Zwingli’s Weblog O’WoW. If you’ve not seen the post On the Care and Feeding of Healers, do check it out.

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Happy Healing!

Zul’Gurub Healing 101

I’ve finally decided to produce a new set of Healing Cataclysm Installments for the ‘Troll Heroics’. This week I’ll cover Zul’Gurub in a similar manner as I did Zul’Aman. I’ll continue with the boss by boss rundown with any notable trash that you’ve come to expect. Again these instances represent content that is only relevant on heroic so the gear linked will be the heroic versions.

Mini Boss: Florawing Hive Queen
Required for the quest Gurubashi Headhunter, Florawing is just to the left of the entrance to Zul’Gurub. The Hive Queen drops the Hive Queen’s Honeycomb with random herbs inside.

Notable Trash
Once you’ve crossed the bridges and defeated the trash packs leading up to the first boss, Venomancer T’Kulu is the first introduction of the Toxic Link effect; if you are linked with another player run away to put distance between you.

Mini Boss: Tor Tun
Required for the quest Gurubashi Headhunter, Tor Tun is an Ancient Turtle located in the water to your right. Has a chance to drop a BoE epic.

High Priest Venoxis
The High Priest Venoxis encounter is one that involves precise movement and positioning since the area will be covered with a poison maze. He has 2 phases, one during which you want to be precisely positioned and the second during which you need to carefully move through the maze.

During the 1st phase, Venoxis will frequently use Whispers of Hethiss, channeling a green beam at a random player that you need to heal through if the dps aren’t interrupting. Secondly, he will use Toxic Link. This is where your ability to move and position carefully comes into play. Standing in various locations such that the ranged folks are spread out in a semi-circle along the edges of the room from the tank and melee can reduce the amount of movement through the maze to break the link. Just don’t run onto the Venomous Effusion (the maze) as you will take immense damage.

During the second phase, Venoxis transforms into a serpent and increase the physical damage he deals. During this phase he summons green Pool of Acrid Tears and uses a localized AoE (you are standing on the edges of the room right?) both of which should be minimal if folks aren’t standing in it and tank is moving the boss appropriately. At the end of this serpent phase he will walk to his altar and channel Bloodvenom, summoning three Bloodvenom Tendrils. This is where precise movement comes into play. These tendrils will target a random player and follow after them, dealing massive damage to anyone close. Here you should stack up in one place and run together, so you do not lead your tendril into someone else. Rinse and repeat.

Gear
Signet of Venoxis – Ring with +Haste/Mastery
Breastplate of Serenity – Shaman Chest with +Mastery

Bloodlord Mandokir
The Bloodlord Mandokir encounter is essentially a DPS race, and somewhat of a gear check. The arena in which find Mandokir and his pet raptor Oghan is surrounded by 8 Chained Spirits which represent a ‘soft enrage’ as each one grants you an one-time resurrection that also buffs Mandokir.
Mandokir starts the fight mounted on his raptor, but once he dismounts he will start using Devastating Slam. A red area on the ground in cone shape will produce spikes shooting-up and inflicting massive damage to anyone standing there. Get out of it so that you don’t waste your rezzes on this ability. Mandokir will also cast Bloodletting on a random player, draining 50% of the current health of the target every 2 seconds for 10 seconds, and heals Mandokir for three times the amount of damage dealt. You will need to keep the player as low of health as possible during the effect, but heal that player very quickly after the spell is over. Finally, the ability that confuses healers the first time through is Decapitate, a one-shot ability that you can’t avoid. Mandokir will randomly charge a party member (including the tank) and instantly kill them. The dead party member will then be resurrected by one of the Chained Spirits found around the arena, consuming the spirit in the process.Whenever a party member dies to Decapitate, Mandokir gains a stack of Level Up, increasing his damage dealt by 20%. At 20% health, Mandokir will enrage into an undispellable Frenzy, making his attack speed 100% faster. Use whatever cooldowns you have available.

Gear
Touch of Discord – Wand with +Crit/Haste if you’ve not gotten a wand upgrade

Edge of Madness (Archeology Boss)
The summoning of this random archeology boss requires a player with an Archaeology skill level of 225 to activate one each of the troll, night elf, fossil, and dwarf artifacts scattered around the room. The Archeology boss that appears will be either Hazza’rah, Renataki, Wushoolay, or Gri’lek. Don’t forget to pick-up your Mysterious Gurubashi Bijou at the end.
Hazza’rah periodically summons adds via Nightmare. These adds target a player and stun them with Waking Nightmare. If the add reaches the targeted player, it will use Consume Soul and kill the player.
Renataki periodically casts Ambush and Thousand Blades, a version of Fan of Knives on steroids. Run out of his whirlwinding path until he is done attacking and heal the ambushed target.
Wushoolay casts several lightning abilities you must move away from. Players close to Lightning Rod must run away to avoid being killed. Also avoid the Forked Lightning and Lightning Cloud.
Gri’lek periodically targets a player, grows in size, deals more damage, and moves noticeably slower. He does an emote when targeting a player, so everyone has time to move. Avoid his tremor and dispel roots.

Gear
Lost Bag of Whammies – Off-Hand with +Crit

Mini Boss: Gurubashi Master Chef
Required for the quest Gurubashi Headhunter, Master Chef, does Fish Slap (extra weapon damage) and some slows. He drops Master Chef’s Groceries with random meat inside.

Mini Boss: Mortaxx
Void walker mini boss required for the quest Gurubashi Headhunter that drops a Mealstrom Crystal. Watch his Psychic Scream as it will run players into the trash mobs in the room with him if they are not cleared first.

High Priestess Kilnar
The High Priestess Kilnar encounter is about add control and dps timing. During the first phase, Kilnar will be in caster/humanoid form, but much of the fight will be about the adds. After the pull, your group should engage each of the 4 packs of adds, one pack at a time. If the damage caused by the adds is too great of a strain, your tank can pull one or two adds at a time instead, as the adds within a group are not linked and will not aggro together. Most of the spells cast by Kilnar can be interrupted or avoided, but Wail of Sorrow cannot be avoided. Simply heal through it. Another visible ability that cannot be interrupted is Wave of Agony, where Kilnara will channel a huge purple wave wall. If you fail to avoid it, you will be knocked back far and suffer shadow damage. When the boss reaches 50% health, all adds currently alive will aggro so hopefully the tank and dps are watching their damage on the boss. Once at 50% health, the boss will cause the room to seeminly cave in and will take on a panther form, with slightly different abilities. She will also start gaining Rage of the Ancients, stacking every 5 seconds, and increasing the damage she does. The temple will begin to Cave In, dealing damage to everyone, so stay out of it. Kilnara will also use Ravage, dealing damage to a single target and Vengeful Smash, dealing AoE damage. Note that around 10-15% health the boss disappers for a few seconds before reappearing.

Gear
Claw-Fringe Mantle – Priest Shoulder with +Crit
Leggings of the Pride – Druid Legs with +Crit
Sash of Anguish
– Priest Belt with +Crit/Haste

Zanzil
Zanzil is a very busy fight that requires the group to make use of the different types of cauldrons in the area where you engage the boss: a fire cauldron (red), a frost cauldron (blue), and a poison cauldron (green). The two main abilities Zanzil uses, Voodoo Bolt and Zanzili Fire involves interrupting and moving out of the bright line of fire that deals ticking damage to anyone standing in it. Zanzil will also perform another three actions during the encounter that require use of the cauldrons. You as the healer should be standing near the green cauldron so that when Zanzil covers the floor in poison you can easily grab the debuff from the cauldron and reduce the damage. Another special ability is Zanzil’s Resurrection Elixir in which Zanzil summons a Berserker. A party member should take the blue cauldron debuff and attack the Berserker dealing massive damage and ice-blocking the mob. However, if he is not stunned he will chase a party member; you do not want to get caught. Finally, when Zanzil summons zombies from one of the bone piles in the room, a designated party member will pick up Burning Blood from the red cauldron and aggro the zombies. This debuff does AoE damage to the zombies and damages friendly players, so healing is the most intense for this cauldron.

Gear
Spiritbinder Spaulders – Shaman Shoulders with +Haste
Plumed Medicine Helm – Priest Helm with +Mastery

Mini Boss: Gub
Required for the quest Gurubashi Headhunter, Gub is a melee tank/dps/heal mob. He drops Gub’s Catch with random fish inside.

Mini Boss: Lost Offspring of Gahz’ranka
Required for the quest Gurubashi Headhunter, it drops Water-Filled Gills with Volatile Water or a possible BoE epic.

Jin’do the Godbreaker
Jin’do the Godbreaker is the final troll of the instance, and is a two phase encounter. In the first phase you will face Jin’do himself, while in the second phase you are transported to the spirit realm where he is really trollish.

During the first phase you get to play the Hokie Pokie with a Deadzone. When Jin’do starts to cast Shadows of Hakkar step under the bubble to take 90% less magic damage. Unfortunately, it applies a debuff which reduces your casting speed, so you want to step out as soon as the effect is over. Fortunately, the damage is not high during this phase because you want to have as much mana as possible going into the second phase.

On reaching 70% health, Jin’do will transport everyone into a spirit realm for the second phase of the fight. The goal is to destroy the three Hakkar’s Chains, each protected by a Brittle Barrier. The Gurubashi Berserkers, found on the lower platforms that your group traveled through to get to Jin’do, will be pulled up onto the platform by the tank. Your party members should be positioned near the barriers so that when they Body Slam a player, the barrier close to the targeted player is broken. Once the barrier is broken, the chain is attackable and the dps can kill the chain and the Beserker. Once that chain is finished off, the party members should move to other barriers and the tank brings up another Berserker. Keep doing this for the rest of the chains one by one to finish the fight.

However, thoughout the fight two other annoyances will be interfering with your progress, Shadow Spike and Twisted Spirits. The Shadow Spike is a targeted purple spike flying through the air that is announced by a white cloud puff appearing on the ground. Don’t stand in the white puffy clouds. Secondly, the Twisted Spirits will keep spawning and aggroing on you. A good strategy is for a ranged DPS player to handle the adds exclusively as eventually you will be overrun if you face too many. Dealing with the adds as a healer is the most difficult part of this fight, mostly it’s trusting the DPS to keep them off of you and hanging out near the tank so they can be taunted easily if needed. Additionally, the area where a Body Slam is performed is covered in a purple zone, which causes any targets within it to take 100% increased damage (including the chains and the spirits). The zone disappears after a short while.

Don’t forget to pick up your Zul’Gurub Stone for the quest.

Gear

Legacy of Arlokk
– 2-Handed Staff with +Haste/Mastery
Zulian Ward – Off-Hand with +Crit/Haste
The Hexxer’s Mask – Priest Helm with +Haste
Vestments of the Soulflayer – Druid Chest with +Crit/Mastery