Being the Shaman Behind the Meat Shield

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Back on the 13th, Mera asked a question that I felt deserved a post to fully answer it.

“Can shamans make good MT or OT healers, as in to the same standard of other healing classes?”

I provided a short answer of yes on the 13th, but I’m going to try to flesh it out a bit more here.

Shaman have been given a lot of tools when Patch 3.0 was brought live. These tools allow us to be competitive with other healers in single target healing. Really we can break this down into a few sections – Spec (talents), Glyphs and Strategy.

Spec/Talents:

There are three very popular specs out there right now:

  • 0/16/55 This has been referred to as the cookie cutter spec.
  • 0/14/57 This spec. This spec moves points out of Elemental weapons to buff ancestral healing.
  • 0/14/57 A build which takes a few points out of Thundering Strikes in order to have a maxed Healing Way and Ancestral Healing while forsaking Improved Water Shield.

Each has different strengths they bring to the healing fight so to speak so lets take a quick peak at some of the choice talents.

Let’s take a look at the talents we pick up in enhancement first.

Thundering Strikes: This talent is five points of wonderful. It boosts your crit by a solid 5%. This is great because when you are on a Tank there can often times be spikes in damage. Having a higher crit ensures a better chance of being able to top off the tank with one healing wave instead of two or three.

Improved Shields:  This talent increases the bang for the buck you get out of your Earth Shield. That 15% counts for a lot in the long run, and your tank will thank you for picking it up.

Elemental Weapons: More spell power is always good.  This gives you an additional 45 spell power, no reason not to take it.

Now, those are very straight forward. One can argue the same about the next set but I’ll highlight the talents in the restoration tree that, in my opinion are great main tank healer abilities, or have been updated recently and can fill that role.

Healing Way: I’ll start with Healing Way, which is second only to Earth Shield in my book when one thinks of Shaman healing a tank.  This talent recently underwent a change that make it a very useful talent once again. The full affect of the talent is applied when you use the spell once. This means that you no longer have to spam the ability 3 times to get it rolling. Front loading the effect means that you can toss a Healing Wave on the tank, and then burn another 15 seconds worth of spells and Global Cool Downs until the ability expires. Tossing another healing wave on the tank will immediately receive an 18% boost and keeping this in mind it’s very very easy to net 20k crit heals and higher. I personally feel this is a must for shaman doing tank healing.

Earth Shield / Improved Earth Shield: These are pretty self explanatory. Earth Shield is a bread and butter talent. For as long as we’ve had it, we’ve been using it and rightly so. You toss this up on the main tank and it can help to create a very nice reactive buffer for health loss. This talent also underwent a fix recently. Previously the chance for the shield to crit heal was based on the person you put it on. Meaning a fire mage was more likely to get crit heals then a prot warrior. They’ve fixed it now so that it has a chance to crit based on your crit at the time of casting. Looking at your talents you have 14% built in before gear and INT are calculated. This just helps improve something that was already golden.

Ancestral Awakening: A lot of people don’t like this talent, but I personally love it. Taking a look at it, Ancestral Awakening really fits well with a main tank shaman healer. It procs off of Lesser Healing Wave, Healing Wave and Riptide. If you are on a tank, you’re going to be using a lot more Healing Wave then you usually do, and as a result this will proc more often. It heals for 30% of the amount healed. Lets say it procs off of a nice Healing Wave crit for 20,000 hp. The talent (like beacon of light) only spreads around the part that’s effective healing. Lets say 10,000hp of that heal is actually healing. That’s still a 3k heal that lands on someone who needs it.

Tidal Force: Again, pretty self explanatory. Having something that boosts your crit for Healing Wave is always a good thing

Tidal Waves: This talent is also very nice. It procs off Chain Heal and Riptide. We can assume that you’ll be using Riptide pretty liberally as it’s an instant cast hot with a flash heal at the front (so yes you should be using it if you’re not), and so this should be up all the time. It reduces the casting time of your Healing Wave spells by 30%. That extra little bit of haste helps to deliver your big heal faster.

Glyphs:

For Glyphs it might be a bit hard to choose for tank healing duty but we do have some good ones to choose from.

  • Glyph of Water Mastery: More mana! I hope I never hear anyone complain about more mana =D
  • Glyph of Mana Tide Totem: Again more mana, in this case taking full advantage of all the INT you have.
  • Glyph of Healing Wave: This takes advantage of your Healing Wave casts by returning 20% of the effective healing done, ignoring overheal amounts. Great glyph for AoE bosses and fights where you might not be able to heal yourself.
  • Glyph of Lesser Healing Wave: Less mana to cast, and faster then it’s big brother, this glyph lets LHW strike an Earth Shielded target for a respectable amount on par with non crit Healing Waves.
  • Glyph of Earthliving: This helps make sure you have a HoT up as much as possible. 5% more Earthliving procs can help cushion your healing a bit.
  • Glyph of Chain Heal: Even though you’re going to be casting more heals then Chain Heal, it still remains our most efficient heal. Casting it in between Healing Waves can help keep Tidal Waves up, and if you happen to catch any low melee in the process, so much the better.

Pick glyphs that help fill in gaps in what you need. If you need more mana, two glyphs will go along way to help that. If you find yourself taking damage and not being able to peel away from the tank, there is a glyph that help you keep standing long into the fight. Now these are just the Resto ones, I’ve heard people using ones to finagle more crit and such.  Take a look Here and find ones that work for you.

Strategy

Lets face it, loling around and chain healing a raid isn’t rocket science. Using our tools to their full potential while raid healing take much more finesse. Switching gears from Raid Healing to Tank Healing takes a different mindset. First thing to remember is Resto Shaman don’t really have any preventative measures to help mitigate incoming damage beyond Stoneskin Totem and Strength of Earth Totem to add armor or STR/AGI for mitigation. Our healing is all reactive aside from maybe our two HoTs, and even then we only have full control over one of them. Earth Shield requires the person you put it on to be hit before it goes off. As a result we spend a lot of time overhealing when we’re on a tank in an attempt to keep them topped off. With the amounts of mana regen we usually have, it’s not hard to keep the spells constantly streaming while keeping up on mana. You will also make full use of all your healing spells as a tank healer. Be adaptive to the situation and be ready to move with your tank. With raid healing it’s easy to sit put and plug away but a lot of times with the tank you’ll have to move with them to keep them in healing range or line of sight.

Conclusion

With all this in mind my answer to the question is Yes, I feel that shaman are more then capable Tank Healers, on par with other classes. We have all the tools necessary to fill both roles of the Raid Healer and Tank Healer effectively. There may be fights were a certain type of healer is better for the job (like a Discipline Priest healing the Sartharion Tank on Sarth 3D) but that doesn’t mean it’s the case every time. We can keep up with the Priests, Paladins and Druids in single target healing just fine.

Image courtesy of www.plan59.com

Syd’s Response to the Screenshot Challenge

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Following Phaelia’s lead, I’m going to participate in the Screenshot Challenge as outlined in this post on Maiara’s Voodoo Ventures. The idea is to find your 6th screen shot and blog about it. Well, I have the world’s least organized image system, but I do delete them frequently. I had two candidates, both labeled “Picture 6” in their different folders.

In the image at the top of the page, I am standing at the edge of Scryer’s Tier, dressed in my all-time favorite outfit, the Thunderheart Raiment. I’m looking wistfully off into the distant treetops of Terokkar. This photo actually makes me nostalgic for Outland.

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In this second shot, I’ve just eaten some Small Feast, and I’m impressing Briolante with my miniature cuteness. My minipet, Jeremy the kitty, is similarly thrilled by my mini-cheetah form. He’s my favorite because, well, he looks just like the real Jeremy the kitty, minus the fat belly and pitiful meow.

I’m not sure who to challenge! Hopefully Matticus, Wyn, and Lodur have some screenshots hanging around their computers.

Holy Light Spam – Less Calories than the Original

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This is a guest post by Sientina, a Holy Paladin

I’ve been reading a few (okay, a bit more than a few) paladin threads lately, sifting through the arguments about what to gem and what is the premiere paladin stat. It never fails that in every single thread at least one or more people comment how ‘I have X amount of Y and I spam Holy Light for the entire boss fight’.  With how healers mana is in the current content, I can understand why they would just spam Holy Light, and if glyphed, AoE five melee around that particular tank.  But with the exception of Patchwerk or Instructor Razuvious (on the Understudies if your priests were a bit off their game) I can’t think of a single boss fight in the current content that would warrant Holy Light spam.

There’s always a defensive reply from the paladins who spam the light when they’re confronted.

“My overhealing meters don’t count if no one dies!”

No, but unless you’re healing a five man, there are others healing with you.  Are your raid healers going low on mana?  Think about helping them out.  Why not spread some Flash of Light throughout the raid? If the tank needs a heal bomb, Divine Favor + Holy Shock + Instant Flash of Light at the cost of two global cooldowns for about the same healing as one Holy Light will work just fine.  Perhaps you’ve been working on the 6 minute Malygos achievement but haven’t gotten it yet. If more healers were being mindful of who else is taking damage and taking care of it instead of mindlessly spamming, maybe you could run it with one less healer. Who’s pulling the healing weight in your raid?

“If I have the mana to support spamming Holy Light, why shouldn’t I?”

If you have the mana, you’re overgeared for the content. Plain and simple. If you are overgeared, your overhealing is through the roof and into outer space assuming your tanks are overgeared as well. If you don’t need the extra healing, why do it? DPS a little, judge a bit more often.  Of course, keep an eye on your tank but watch everything else around you.  Get in the mindset of watching what happens to the raid. Warlocks that get high up on threat and need a Hand of Salvation. That mage that tends to pull aggro at the wrong time and needs a BoP.  We are currently in Kara-like content, people.  This is easy mode.  Ulduar will not let you get away with just pressing 2-2-2-2-2,. Getting healer tunnel vision will screw you over later.

Ask yourself this question. Why would Blizzard change the paladin class from spamming Flash of Light to spamming Holy Light?

Back in vanilla wow, Flash of Light was a paladin’s bread and butter spell.  All one did was hit FoL over and over and over again while refreshing 5 minute blessings.  In Burning Crusade, we were gifted with Holy Shock, a very mana inefficient spell with a long cool down, but it was great when everything went to hell.  Once Wrath came, we were reworked into a healing machine. Holy Shock got a longer range, critting with it made our Flash of Light instant or our Holy Light faster.  On top of that, we got Sacred Shield and while it was active, our Flash of Light gets an extra 50% to crit.

Blizzard made our spells to be synergistic. Use the mechanics to make the best out of the paladin class. Play with your spells. We are still the healers of the main tank more than any other class, but we are not limited to just that.  Sure we don’t have a chain heal, a wild growth, or a circle of healing, but who cares? With the mana regen changes coming in 3.1, Shamans, Druids and Priests will have to be more mindful of mana. I know I’ll be there backing them up.

So please, lay off the canned meat. Its just not healthy for you or for your raid.

Matt Guest Speaks on the Rawrcast

I joined the Rawrcast crew last week for their Episode 6 podcast. Check it out when you have time!

Things discussed:

  • Dual specs
  • Patch 3.1
  • Blogging

I haven’t heard it yet (I have an aversion to hearing myself on podcasts). It was certainly a rather interesting experience to record with them! Seems I was cut off at a few points here and there!

In any case, enjoy!

Ghostcrawler Provides Specifics on the 3.1 Mana Regen Nerf

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Phew! Priests and druids can breathe again as, today, Ghostcrawler explained the specific nature of the upcoming revision to out-of-casting mana regeneration. I’ll let the crab’s words speak for themselves, but you can read the whole interesting discussion here.

The goal is to have mana last about the same for all healers. We don’t think many players would be that interested in a style where you heal crazy good for a short period and then run OOM. How classes manage their mana varies a lot, and we are making tweaks to it for 3.1 to try and keep them in line. For example, the shadow fiend needs to be more reliable.

I am still not following the logic that Int now trumps Spirit by even more. It may have been a better stat already, but these changes shouldn’t affect it that much unless you A) skip Meditation and Intensity, or B) relied a whole lot more on OOFSR regen than the average raid healer of reasonable skill.

I will break from our normal practice and go ahead and provide the numbers, just to make sure nobody is guessing about the details when doing their estimates:

The amount of base mana regen granted has been reduced 40%. We called this “Spirit” in the notes, since most players associate OOFSR regen with Spirit, but in reality Int factors into the equation as well and we only lowered the constant, not the relative contributions of Int or Spirit. In retrospect, this probably caused more confusion than it alleviated, but mana regeneration is a fairly technical concept.

— The effects of talents that provide mana regen while casting have been increased by 67%. This includes: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac, and Spirit Tap. For example, Intensity and Meditation are now 17/33/50% mana regen while casting (up from 10/20/30%). For most dps classes who never got much mana from OOFSR in the first place, the results should not be noticeable. Boomkin may be a possible exception because of Innervate, and we’ll take a look at that.

This should leave mana regeneration while casting (even the contribution of Spirit) relatively unchanged, but reduce mana regeneration while not casting by 40%.

— Since paladins don’t rely on any of those abilities for mana regeneration, we lowered the healing penalty of Divine Plea to -50%. We are also likely to make Spiritual Attunement provide less mana for non-tanking paladins. We are not touching Illumination for the moment. Nor are we lowering the effects of Replenishment (though as I have suggested, it would be our likely next target if we aren’t happy with the results of these changes).

What’s the Difference?

Previously, accounts of the proposed nerf to mana regeneration were misleading. The net result is the same in either case–a reduction in the number you’ll see for regen outside of the 5-second rule–but the method is different. Blue poster Bornakk originally described the change as an adjustment to the contribution of Spirit: “To make this change, we are reducing mana regeneration granted by Spirit across the board.” Considering that statement, it’s no wonder that so many priests and druids panicked. Ghostcrawler amends this statement to the more reasonable proposition of decreasing the amount of O5SR regen we get by 40%, which is no insignificant amount, but his comment directly declares that the relative contribution of Intellect and Spirit will remain the same.

Why Does the Method Matter?

Blizzard could in fact have achieved their goal of reducing O5SR regen by reducing the contribution of spirit. At current, mana regeneration is arrived at by an equation that takes into account level, Spirit, and Intellect. For more information on this particular formula, I’ll direct you to some of Phaelia’s work on the subject–here I am in over my head. However, I can summarize. Spirit, at current, contributes more to mana regeneration than Intellect, but the formula uses them both. It has been theorized that, right now, the best mana regeneration occurs when a character has a Spirit to Intellect ratio of approximately 1:1, or perhaps 1.1:1 at higher gear levels. If the relative contribution of Spirit had been reduced, Intellect would have become, consequently, a more important factor in the equation.

But That’s Not All!

A directed nerf to Spirit would have caused other complications. After all, we don’t pick up Spirit and Intellect just for their contribution to the mana regen formula. For Priests and Druids, Spirit can affect our Spellpower and certain talents like Meditation and Intensity (which increase in-five-second-rule regen). Druids have the most reason to bet on Spirit in the Spirit-Intellect horse race. The following talents and abilities depend on Spirit: Intensity, Living Spirit, Improved Tree of Life, and Innervate. There’s a very good reason that most leather Spellpower gear prefers Spirit over mp5, which is a regen stat that does nothing but regen. Intellect, on the other hand, has become the new most-coveted stat in the healing game. It increases the size of one’s mana pool as it has always done, and it plays the same role in the regen formula that it has since patch 2.4. However, the size of the mana pool used to matter less than it does currently. Replenishment returns mana based on a percentage of total intellect–thus, we now have a way to refill those giant mana pools. Most healers believe that Replenishment made its way into the game to facilitate caster dps, and I agree, but without it, healer regen would be somewhat less than extraordinary. In my opinion, the devs made an excellent choice when they decided to keep Spirit and Intellect’s relative contributions the same as they are now–otherwise, Intellect would have gained popularity just like a runaway train on a downward slope gains speed.

Do I have to Re-Gear and Re-Gem?

The jury is still out on this one. If the nerf had been directly to Spirit, you certainly would have. You might have even had to throw away your Spirit trinkets–the Spirit-World Glass and the Majestic Dragon Figurine–which would have been a shame. All the Naxx Spirit gear might have suddenly seemed like an unwise purchase. It is true that Intellect is probably already the stronger stat. As such, as mana regen becomes tougher, and you become faced with needing to add more Intellect or more Spirit, you might choose Intellect–if you have a choice. For example, I might still pick the Darkmoon Card Greatness: Intellect over the Spirit version. I’ll also be heading to the PTR with a stack of pure Intellect gems in order to get a sense of whether re-gemming is in order. It does not seem, however, that mp5 will be gaining much status. It’s already the downtrodden healer stat of Wrath, and I expect it to make only slight gains now. You won’t throw away your Spirit gems for mp5, after all, though you probably won’t turn down a necklace or ring with mp5 instead of Spirit once 3.1 hits.

Conspiracy Theories

How is it that two such very different accounts of the nerf have appeared? In my mind, one of two things must have happened.

1. The devs think we’re really stupid. This is the cause that GC hints at in his post. They might not realize that the community, as a whole, is very educated about their game and how it works. I’ve known that Intellect plays a part in my regen ever since 2.4 hit. If this is the case, I’d like to express my disappointment. To use an analogy from my own life, I get better results in my college classes when I treat my students like adults, capable of grappling with complex issues, than when I treat them like children who can only absorb one simple idea at a time. I’d never tell my students that Columbus “discovered” America. That’s an hour lecture on who encountered what and what it means to “explore” new lands that are already full of people.

2. They changed their mind. The devs might have realized that the current spirit-heavy druid and priest gear would become irrelevant. Rather than having to revisit all of those items which play up Spirit, it seemed far easier in the end to keep Spirit and Intellect in balance. It would probably have made people really angry to have to try extreme methods–like using the wrong armor type, or regemming for straight +Intellect regardless of bonuses–to get a competent level of regen with the gear currently available. If so, congrats to them. If they never admit to a change in thinking, I wouldn’t be surprised. All it means is that someone on that team has a few brain cells to rub together. I’ve never been one to think the devs are stupid–they’re just sometimes slow to anticipate the community’s reaction. Being a part of the WoW community, I’m much closer to that reaction and can guess it pretty accurately. If they changed their method of attack on the OFSR regen, they just made a really smart call.

In any case, I am one relieved druid as of today.