Guide to Healing, Leading, and Progressing in WoW Raids
Lodur
Lodur is the right hand shaman to Matticus on World of Matticus, and a recruiting officer of Conquest and Co-Host of For the Lore podcast. Read more of his works at WoW Insider.
I’ve been spending as much time as I can in the Cataclysm beta, and trying to maximize as much of my time as possible healing. I mean, after all that’s what I get paid for right?
You may be asking yourself what this song has to do with this post? Honestly a lot of folks think that shaman healing has gone down hill and have thrown their hands up and walked away. Some of these folks just think healing in general come Cataclysm will be so broken it wont even be worth it. I’m here to assuage at least the shaman portion of that fear.
Mana and triage
For as long as shaman have been healing we’ve been a bit of a mana battery. Between our passive regen and our spells and abilities that are geared towards doing nothing but giving us mana back. The problem is that with Wrath most healers were mana batteries. Rarely running out of mana means you can heal almost perpetually through the vast majority of non hard-mode encounters.
This makes for very boring healing, and that is something that the developers have been trying to tackle for a long time now. With the reduction of mana, and the increase in the cost of several of our healing spells, it forces us to triage our heals and essentially move away from mothering a group. Most people have seen this as a fault of the new healing model. I, however, find it incredibly liberating. Granted shaman have fared better than most other classes in this regard because we are technically the healing model for cataclysm (or so the blues tell us). We’ve been given the tools to heal effectively, and balanced to a point where we don’t over power every encounter and actively have to pay attention and manage healing spell choices. I don’t run OOM unless people are doing very, very stupid things and I’m forced to compensate (a la a mage hugging a dragon cause he though it was cute and needed a hug).
Right now if you yell at someone to not “stand in the bad” a lot of the time they will simply ignore you since healers can just dump heals on them and get through the vast majority of effects out there. If you’ve done any PUGing before you’ll have found it at least once. That hunter that doesn’t want to get out of the fire so he can squeeze off a couple more shots to up their DPS while you dump heals on them. They expect it, and if they don’t get it you are instantly a “bad healer”.
I’ve talked about this on several of my wow.com articles lately, but there is an emphasis on personal accountability. Even if you have the mana to heal someone, they may still die. Pardon my french for a minute here, but bad shit really is bad and players should avoid it at all costs. This includes Tanks and Healers. Doing the dungeon finder in the beta has gotten to a point where players know now they have to manage their own health a little bit, and the curve has gone from nightmare healing to perfectly manageable. If the changes stand and force healers to triage the heals, it will force a shift in the perception of healers. Not saying there wont be players who yell at the healer when they die (those jerks will always exist, sadly) but I think most people will come to stop expecting you to be the only one responsible for their health.
The impression that I get
Overall, healing on the shaman in the beta has been some of the most fun I’ve had to date. I absolutely love having to pick which heal is best for the situation and love the fact that not EVERYTHING is about Chain Heal or stacking pure haste. Honestly I think shaman have the perfect number of healing tools to work with in any given fight. Every new ability compliments each other, old abilities have been given just enough of a tweak to make them interesting. Overall it feels fresh, new and exciting.
I don’t feel over powered, but I do feel capable. I don’t feel like there is anything I can’t do without a little hard work. I still get a twinge at certain bosses in the 5 mans, knowing what they can do and looking at a group composition planning my heals for which ability. It’s exciting and I feel like a tactician rather than a small child playing whack-a-mole at the local carnival being swindled out of my $2. I mean I’ll always be a healer, but it feels like I’m falling in love with it all over again. There’s excitement and consequence and every death isn’t all just on me. I know that priests and shaman have fared better than paladin and druid healers so far, but I think in the end it will balance out and everyone will have as much fun as I do right now.
In conclusion, at least for shaman, the world is not ending. The sky is not falling, and ultimately we’ll be better off in the end it seems. GO TEAM SPIRIT FINGERS!
So I’m going to spend my weekend healing 5-mans and recording videos, anything specific you guys want to see from the beta? I’ll do what I can to provide!
Some of you may have been wondering where I’ve been and have been pretty curious as to what Lodur has been up to. Ok, well probably none of have been overly concerned at my absence and probably didn’t even notice I was gone =P
Honestly though I’ve been a busy busy shaman. You see I’ve learned a few things from Matt. Chief among them is a love of projects. To that end I’ve been pretty hard at work launching a new site that just went live on September 1st, 2010. I’ve been killing myself trying to fit in filling in content there among my other obligations, and it hasn’t been easy.
The site is called Bow Down To Us, and it is a geek site. You want comics? We have you covered! Want to know more about what games are coming up? We have you covered there! Want to kick back on a gamer forum and just shoot the breeze? We have you covered there too! From general news all the way up to a section devoted to WoW, we are hoping to grow the site into something awesome. So if you get a chance, check out the site.
Aside from that I’ve been doing my normal gig at WoW.com with recent articles detailing Healing Rain, and someCataclysm updates and Blue posts. When I haven’t been working hard on articles for the new site, I’ve been spending time in the Cataclysm beta. I’ll be honest, I’m hooked. It feels so fresh and so new. Not just the 80+ content, but even leveling from 1 up. I’ve been leveling my Dwarf Shaman (because they are ridiculously awesome and the best shaman ever), and my Worgen Druid. If you have beta access and are looking for any groups or anything feel free to hit me up. Lodurzj is the 83 shaman, Lodurious is the Dwarf Shaman, and Lodurwolf is the Worgen Druid.
I’ve also been spending some time over at Totemspot. If you haven’t heard about it, shame on you! It is the community created for Shaman, by Shaman. All walks of life are present there and there are some awesome people there. I’ve been trying to answer as many restoration questions about the beta on the forum, and in my articles, as possible. That does take up a lot of time.
Things are going back to normal, so you’ll see more posts from me back here again. I’ll be continuing my posts on WoW.com, and you can also find me at BDTU and Totemspot. With things returning back to normal I’m also going to hit some SC2 multiplayer. To that end I still need a 2v2 partner. So if you’re interested let me know!
So how about you guys? What have you been up to? Anything fun?
For as long as we play this game, no matter how much changes there are things that will always stay the same. Standing in fire is generally bad (there have been very few exceptions to this and the exception does not make the rule). Cleave and Whirlwind are not things you should stand next to. Don’t break the sheep, and my favorite, always blame the hunters. These are simple truths that we have come to accept as we’ve played the game.
I’ve been spending a lot of time lately in the Cataclysm beta recently. I’ve leveled Lodur to the current level cap 3 times now (once as resto, once as elemental and finishing out the one as enhancement) and some of these simple truths are being expanded and brought back to the forefront. In Cataclysm, the developers have a goal to make healing harder and more involved. Our healing spells hit for slightly less than one would expect and mana is at a premium.
You see, previously healers have had an excess of mana either through large base mana pools, stacking MP/5 or getting high returns from intellect and talents. With mana flowing like water, healers have been able to compensate to a certain extent for players who “stand in the bad”. Now, it does not mean that no one died. There are still plenty of things that will kill a person flat out if they aren’t paying attention, but some feel that the game has become far more forgiving than it was in the days of Vanilla WoW.
By making healing harder in Cataclysm, they are doing something they moved away from inadvertently over the course of two expansion. They are placing the burden of living squarely on the entire group, and not just leaving it to the healer to be the sole life-line. I’m not saying healers shouldn’t be trying to heal, but rather just stating that the game is changing. Let’s break it down to the core components in play here as provided to us by the developers;
Mana is a concern for healers
Healers will be focusing more on triage
Fights will be longer
Situational awareness will be a factor again with a lot of avoidable damage
It will be less about brute force and more about survival and finesse
That is just the short list, since things are constantly changing in the beta.
Mana being a concern and the focus being more on triage is a big thing. Right now healing sort of devolves into whack-a-mole frantically trying to keep everyone up. Come cata however, healers will have to make judgment calls as to how to prioritize heals in order to conserve mana and maximize healing benefit to the group.
Let me give you an example of what I mean. In the Throne of Tides (one of the new 5 players dungeons in the next expansion) the very first boss has a spout / geyser like ability that she forms underneath her. The tank and melee need to move out of this before the ability triggers, or they take a lot of damage. Healing this, I had the tank and a rogue stay in the “void zone”. The tank and rogue both took a massive amount of damage. The rogue was JUST far enough away from the tank to be out of Chain Heal range so I had to decide to drop the nuke heal on the tank or the rogue. Needless to say I picked the tank. The rogue died immediately after my heal landed on the tank (1.7 second cast time for those interested). Had either the rogue or the tank moved out of the ability, neither would have died as I wouldn’t have had to decide who got healed and who did not. A little situational awareness would have gone a long way here. The boss also spawns adds that need to be tanked and dealt with. One of the ranged wasn’t paying attention and wound up proximity aggro-ing two of the mobs and he was dead before I could even cast a single heal on him. We wiped it after that and tried again, but you can see how paying attention counts for a lot there.
This same fight, at about the 2 minute mark I noticed my mana reserves getting low. The damage throughout the fight was pretty steady, but people not paying attention caused me to burn a lot more heals than I would have liked. The fight in total lasted about 4 minutes or so, but in that 4 minutes I had burned a mana potion, my Mana Tide Totem and ended the fight with around 5% mana. It was a bit of an eye opener. I was forced to figure out which heal was appropriate for what damage in order to conserve as much mana as possible, and had to make decisions on when it was safe to let the tank take a couple extra hits before casting a heal. Spam healing to keep everyone at max just doesn’t work anymore. Keep in mind this is a normal 5 man dungeon not heroic, and I entered this with ilvl264/277 ICC25 gear. It was refreshing and scary, but not at all impossible. Now this will likely change in the raiding end game, but I wonder how much. The encounters in normal dungeons are already shaping up to be more involved than being simple tank-and-spanks, and one can only hope that the learning curve for endgame will continue along that path rather than decline. After my first run though it got easier, and I ended with more mana, but that is in part because the groups did everything they could to avoid damage and make my job easier. That in turn made it easier to heal through the “oh shit” moments.
Now, what does this have to do with non healers? Well to get to the point of my post, my guild constantly reminds players to “help your healers out”. This means avoiding the bad (looking at you here defile!). We expect the healers to heal and do their jobs well, but we expect all the other players to help themselves stay alive. Use potions or health stones, move out of fire, run to your linked partners on Blood Queen, stay vigilant and react quickly. This is not an uncommon sentiment, but some people seem to think they can stand in the fire and squeeze out one more attack while the healer keeps them up. In Cataclysm if you aren’t paying attention and don’t react to the bad things happening around you, it is very likely you are going to die regardless of how skilled your healer is. With all this going on, it becomes more about surviving for as long as possible in a fight. After all you can’t DPS if you’re dead right? So this means when you see a Healing Rain or Lightwell going down, it will be your responsibility to get to it as much as it is the responsibility of the healer to make sure it is placed optimally. It means managing your threat to make sure you don’t gank and doing things to keep the damage you take at a minimal level even if it means stopping what you’re doing for a few moments to stay alive. You will need to do it. It really seems to be shaping up to have more individual accountability by virtue of taking away what I like to call the “Healer Safety-Net”.
If the trend continues into raids, healers simply will not be able to compensate for bad decisions or poor situational awareness. They wont be able to heal through all the damage being done. Instead it will take coordination of the entire group, people paying attention to their environment and an understanding that the game has become dangerous again. We’ve gone from killing boars to resurrecting gods. The stakes have been raised and we will all have to adapt.
So remember to help your healers out, because it looks like that safety net is going away.
In case you’ve missed it, I’ve grown quite partial to the idea behind Spirit Link. I’ve talked about it recently wondering where it is. Before that I lamented its absence as the one that got away. Today I’d like to take a different approach to this enigma.
Tuesday I reported about the Cataclysm beta and how things looked so far. In that post I quoted the devs with their answers to many questions, including the state of Spirit Link. Their answer was not one I was all to keen on. Back on the 13th of July I appeared on the podcast Raid Warning with their Shaman Roundtable. I had the opportunity to talk with some amazing members of the shaman community and share ideas. While we were talking a fantastic point was made. Shaman are in need of an external cooldown.
Sure it seems like we have it all. Fame, power, sweet shoveltusk-ghost-shoulders, but the truth is we still have some holes in our healing arsenal that need to be addressed. Let me specify that a defensive cooldown is not an “OH SHIT!” ability like Nature’s Swiftness. I’m talking about cooldowns that are used in anticipation of something bad happening instead of reactionary (with a couple exceptions).
Let us compare to other healers.
Priests
Pain Suppression – Lets face it, this spell has come in handy on more boss fights than you would normally consider. Every 3 minutes Discipline priests can reduce the incoming damage on a target by 40% for 8 seconds. That is a large number, and while 8 seconds might not seem like a lot of time, 8 seconds can wind up being just enough to mitigate a boss mob’s large nasty spell or ability. If you Glyph it, you can even cast it while your stunned! This is a great raid leading ( or heal leading) shot gun, and honestly has saved our rears quite a few times.
Guardian Spirit – Holy priests are not left without a big cooldown. Like pain suppression, this spell is on a 3 minute cooldown and increases healing received on the target by 40%. If the person dies while guardian spirit is active, the spirit will instead be consumed and the person will be healed immediately for 50% of their maximum health. It lasts for 10 seconds on the target and with the Glyph, if it lasts the entire 10 seconds without being consumed your cooldown gets reset to 1 minute. As a healing lead I love abusing this talent. It is a net, a nice cushion-esque net. You can set it on a tank and if you got OOM or have to move and cant push healing, it buys you time. Minimizing risk and compensation for “oops” is part of every raid leaders job, and cooldowns like this can help a ton.
Druids
Tranquility – 8 minute cooldown for a massive area of effect heal. There have been plenty of fights where this has come in handy, and rotations have been set up between multiple druids. Tranquility is another “buys you time” spell. It heals everyone around the druid for a sizeable chunk of health every 2 seconds for 8 seconds, but those 4 pulses of healing can spell defeat or victory as it allows you to help mitigate massive AoE damage and buys healers time to shift gears and compensate. It is often used when you expect massive amounts of raid wide damage.
Rebirth – This spell carries a 10 minute cooldown and a material component in order to cast it, but in this case the effect is greater than the cost by leaps and bounds. Rebirth brings a player who has died back to life with about 6k health and almost 5k mana. Doesn’t sound like a whole lot right? Well if you didn’t know, it is the only resurrection spell that can be cast while in combat. This is huge! Sometimes, things go bad and there is nothing you can do to stop it. A DPS ganks aggro and splats before you can heal them, but you need them alive in order to make the enrage timer. If you have a druid handy this is not an issue, they can bring that person back up and help complete the task at hand. If the druid is using the Glyph, it returns the target of the res with FULL health. This is an amazing cooldown to be able to call on in those particularly awful fights. While this one is a reactionary ability, I think it still fits in with the “defensive” cooldown abilities so I’ve made an exception and included it in the list.
Paladins
Hand of Sacrifice – 2 minute cooldown and it transfers 30% of the damage taken on the target to the paladin for 12 seconds or until the paladin takes damage equal to their total health. The paladin can still use their bubble while using hand of sac in order to mitigate the damage they are receiving and it can be very strategically used to bleed off normally lethal damage on the tank. Divine Sacrifice is an area affect version of this spell that redirects 30% of all damage within 30 yards to the paladin for a maximum of 40% of the paladin’s health times the number of party members.
Hand of Protection – 5 minute cooldown but it makes the target completely from physical attacks for 10 seconds. This can be a great way to drop physical debuffs or just to protect someone from getting 1-shot. This was very useful in Trial of the Crusader.
Shaman
I’m having a hard time thinking of anything I can consider a preemptive defensive cooldown. Hero–Lust is an offensive ability as is both of our elementals. Everything else we have that has a cooldown is reactionary (Nature’s Swiftness). I can’t count Reincarnation in this either as while it is nice to be able to resurrect yourself, finding the timing to do so with all the environmental effects and boss abilities are going off, as well as not being able to rez yourself at, you still only rez with a maximum of 40% of your health. With no buffs it is very easy just to splat again. In a large raid where there is a group of healers to pull abilities from this isn’t such a big thing. But when you start talking about smaller raids it is at that point it starts to become an issue.
Now with Cataclysm on the horizon a few things are happening that make this an issue that needs to be addressed. First of all, raid sizes will be smaller. Now I don’t mean blizzard is taking away 25 man raiding, but they are evening out gear distribution and content to be consistent from 10 man to 25 man. The only difference will be how much of the loot drops from 10 man compared to 25 man. My prediction is that this will cause a lot more 10 man raiding groups to pop up. While the game has come a long way from 40 man raids, organizing 25 man raids can be just as stressful. The ability to gain the same gear from 10 mans that you do from 25 mans removes some of the incentive to actually run 25 man raids. The facts is, organizing 10 people is easier than 25.
Healing is being tuned to be quite a bit harder both on the healer themselves in terms of mana management but also for groups in terms of damage output. Having had first hand experience in the new 5 mans in cataclysm I can tell you healing has become much more difficult. There were several times where I wish I had something I could toss up on a group member so I could keep healing the tank without having to choose which of the two would die (and there were several instances in which someone WILL die), or a few occasions where a tank was getting pummeled hard and could have used something to either help mitigate the damage or use as a life line.
It is in these smaller groups (5 and 10 man content) that our distinct lack of an external cool down to help those around us mitigate damage or act as prevention really is highlighted. This means in smaller group compositions another healer type may wind up being preferable. Keep in mind that in current content external cooldowns have been used to help tanks and raids quite a bit. Examples include but are not limited to; Vezaxx with pain Suppression and Guradrian Spirit were big deals and on hard mode you almost had to have them available. Ormokk the Impailer was cake with a paladin with Hand of Prot and bubbles, and Tranquility owns the air phase on Blood Queen. These are just a few examples
The Fix
The first thing that comes to mind is that we honestly need an external cooldown. The concept of Spirit Link could very easily fill that gap. Now there is a concern that players would use it to kill other players and exactly how the mechanic would work, but there are a couple ways this could be balanced.
You can certainly make it analogous to Divine Sacrifice. Traditionally and lore wise, shaman have always been the protectors of their people both in health and physical defense. Calling upon the powerful spirits and ancestors to guide them, making offerings to produce better hunts or harvests. The idea of a AoE Spirit Link on a long cooldown could be quite nice.
Spirit Link: Instant cast 3 minute cooldown
The shaman calls upon the spirits of their ancestors to watch over their companions and help ease their burdens and suffering
30% of all damage taken by party members within 40 yards is redirected to the Shaman (up to a maximum of 50% of the Shaman’s health times the number of party members). Damage which reduces the Shaman below 20% health will break the effect. Lasts 15 sec.
I could see something like that couldn’t you? Could also be handy if say it could also be affected by Ancestral Resolve, we could get that much more out of it. It also stays true to the original thought and feeling behind the spell.
Maybe make it like a healing Misdiretion, where it will still be on a long cool down but maybe transfers a portion of the damage off of x number of swings or impose a time limit. maybe something like:
Spirit Link: Instant cast 3-5 minute cooldown
The current party or raid member targeted will receive 30% of the damage dealt to a secondary target for the next 10 seconds. Any effect that reduces the targets health below 50% will cancel the effect.
These aren’t perfect but it is an idea at least. It really is the only tool we are missing. A long defensive cooldown. The other classes all have their cookies and flavors for this, and with groups potentially thinning down, and with healing being changed as it is, it is personally something I think the class needs. Just… call it Spirit Link to humor me is all I ask! Once we have that I think our healing tool-set will be complete, and then we will truly be princes of the universe! (bet you were wondering why I linked a Queen song up at the top ;])
So what do you think? Do you think shaman need that defensive cooldown? What would you make it? would you change any of our spells to fill the gap?
As some of you may or may not know, I am actually trained in the skills of an architect. It’s a fun fact about me on the off chance you care about that sort of thing. The reason I bring this up is because all throughout my college career, my teachers attempted to drive home the point that “Less is More”. This is not a new design concept by any means, in fact it is a rather old idea, a 19th century proverbial phrase. It is first found in print in Andrea del Sarto, 1855, a poem by Robert Browning:
Who strive – you don’t know how the others strive
To paint a little thing like that you smeared
Carelessly passing with your robes afloat,-
Yet do much less, so much less, Someone says,
(I know his name, no matter) – so much less!
Well, less is more, Lucrezia.
So I’m sure you’re asking why I’m dragging architecture into your dragon game right now yes? Well, quite simply the idea of less is more is a design concept that many game companies have embraced. To do more with less decreases production time, allows for a better shake down of bugs and glitches, and can free up a developer to create some very innovative game play. One need not look much further than Braid or The Misadventures of P.B. Winterbottom to see what I mean here.
Blizzard it would seem has just begun to adapt to this way of thinking, at least it appears that way. You can see this in the latest build of the Cataclysm Beta. The new 31-point talent system has streamlined the talent trees by removing bloat and overused space. What we are left with is a cleaner, albeit smaller, talent tree. A lot of the talents cut away were instead folded into the players choice in specialization, for example Earth Shield was removed as a talent and given as a core spell when a player chooses to specialize in Restoration. This design model is an attempt to do more with less. Less wasted talent space will lead to more interesting talents in the tree, as well more interesting game play for players… in theory anyways. I wrote up a more detailed breakdown of these changes on WoW.com so feel free to check it out. This is my more personal thoughts on these changes, and well… I just felt the need to keep talking about them some.
While it is still in an early beta phase, I can’t help but feel… disrupted a little bit. While I agree that some of the talents should have been moved, I’m not entirely feeling good about what was pulled out and what was put in. I agree that for restoration, Earth Shield should have been removed as a talent and made into a base spell. You will never hear me complain about that. Every resto shaman I know takes that talent, and in truth it is a very core, very iconic spell that is part of the identity of a resto shaman. If you are a restoration shaman without Earth Shield… well I just don’t even know. I am curious though as to why Mana Tide Totem was left in place though. Like ES it is a very core shaman talent and again something most if not all resto shaman take. Why not remove it as a talent and give it as a bonus for choosing the restoration specialization? That could further open up the tree and allow more space for more fun talents. From a design perspective it would make more sense to make it a base ability or a specialization bonus and open the slot for something else… maybe something like Spirit Link!
Another thing that confused me was some of the additions, Spark of Life to be exact. One of the things that Blizzard stated was that they wanted to move away from/remove talents that added passive % bonuses. Don’t get me wrong, I like the talent. Buffing the healing done to yourself has been near godly in the beta (*ahem* restoiz4tanking!) and it makes the passive heal from Healing Stream Totem nice for longevity, but I am still surprised to see it included. It does go well with Ancestral Resolve as far as that whole staying alive thing goes as well. I fully plan on using these for tanking as a healer!
Telluric Currents would be nice for leveling… if it was lower in the tree. I can’t see taking it as a dedicated healer in end game, as it is rare that I have to DPS at all and even then it is usually a flame shock followed by more healing and then a lava burst. It could be useful for soloing… maybe.
We lost a lot however. A lot of our supercharged healing is gone, and we are dreadfully low on passive crit. Some additions to the tree give us back some of the bonus healing, but no where near where it was. I understand that they want to make healing harder and more thoughtful and I am pro difficulty on that, but a shaman’s best procs all come from crit. Passively we can push 40% in a raid without trying, this helps with heals from Ancestral Awakening and helps trigger Blessing of the Eternals sure. It also is necessary for shaman mana regeneration. Improved Water Shield procs off of critical heals. The more crits you have the more likely you are to regen mana and be able to keep casting. I don’t know if you remember but there was a time not so long ago that shaman were having longevity issues. IWS was implemented to compensate for that, but by removing the passive crit, it hurts our regeneration rates. Meditation is supposed to allow for further regeneration, but the question remains if it will wind up being enough.
Along those same lines, Tidal Force is out. I really really miss this spell. It has become second nature in to pop this spell and its absence is keenly felt. When I’m healing on live I usually have a rhythm going. Like say for Valithria;
Riptide > Healing Wave > Healing Wave > Chain Heal > Tidal Force > Healing Wave > Healing Wave etc. Refreshing Riptide when off cooldown.
Now it has become
Riptide > Healing Wave > Healing Wave > Chain Heal > Look for Tidal Force *DAMNIT* Unleashed Weapon > Healing Wave > Healing Wave etc.
Throws me off quite a bit. Still getting used to it. I can see what they are doing by trimming the trees and I approve. While I may not be a staunch minimalist, I know when things have gotten bloated. The restoration tree on live definitely is bloated, and the one on the current beta could use some more pruning .
So Blizzard, keep in mind that less is more. Players have been doing creative things with very little for a while now. Just make what we have better defined and maybe move a few more things around. We don’t necessarily need a rolls-royce (although it would not be turned down!) we just need things that function well. We’ve been trotting along pretty much unchanged for a good bit, just make sure you don’t break us ok?
So what do you guys think of the changes so far? Anything you noticed you love? Hate? Anything you think they should add in?