Without a safety net

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.

Behind the Scenes: Loot Council

This might end up being one of the longest and most in depth posts you’ll ever read here about the loot council system. I tweeted a couple of weeks ago asking if people would be interested in an example of what happens to go on behind the scenes when loot is being decided. A resounding number said yes!

Took me about 7+ hours to conceptualize, write, and edit this one. Thanks to my guys for their help and suggestions.

What is loot council?

It is basically a group of players who decide which items go to which player when they drop in a raid. And before you say anything, yes it is entirely prone to favoritism. And yes, it is possible for it to be corrupt. Keep in mind though, the effectiveness of loot council is entirely dependant on your loot council. If they are nothing more than sniveling, selfish players who award loot only to themselves, then yes that is a problem. But if your loot council has progression first and foremost in mind, then it’ll work out in the end.

It’s not about being fair

A lot of players make the case that it isn’t fair.

You’re absolutely right.

Loot council is not designed to be fair.

In fact, it is far and away the worst system when it comes to fairness. Fairness is going to very by player and by situation. If a really awesome trinket drops, does it go to the new player who’s still using that 219 trinket who just joined the guild? Or does it go to the veteran who wants to replace his 264 trinket with a slightly upgraded version? Strong cases could easily be made for both. You could argue that that the new player would benefit the most from it as its the biggest upgrade for him (and consequently, overall raid DPS would increase). On the other hand, it could be used as a reward for the veteran for his consistent attendance and performance and that he deserves it (and has a higher chance of it sticking around in the guild as opposed to someone taking it and leaving).

When I pick out my council, I give them free reign on names and selections. They can only pick from the players who have listed themselves. They don’t have to give reasons for their judgments. Ultimately though, the one criteria I instill upon them is to do what’s best for the guild. If it means awarding a freshly minted player who just joined the guild with a trinket, that’s okay. If it means handing it off to a veteran, that’s okay too.

Every case is unique. We don’t operate on precedent because we can’t afford to “handcuff” ourselves in that manner.

Who is on it?

I try to maintain a fairly balanced class composition on the LC. It looks something like:

  1. Healer
  2. Tank
  3. Melee DPS
  4. Ranged DPS
  5. Other (Usually another ranged DPS, but it varies)

For me, the two criteria it takes to sit on it are both:

a) Basic knowledge of other classes and what’s desirable stats for them
b) Actually wanting to be on it

A surprising number of players I’ve approached over the 2 years have said they were hesitant to sit on it because they weren’t sure if they wanted that pressure or that power. I don’t want a player that screams “PICK ME PICK ME PICK ME”, I try to go after players who are willing to do it but are fine if they don’t.

If there’s some sort of bias detected, that council member is restricted from voting. For example, if someone’s fiancé or girlfriend or brother is up for an item, that council member would not be allowed to say anything. They can provide advice or notes, but that’s it. When that happens, an officer steps in temporarily and takes their spot. The same thing happens if it’s an item that a loot council member wants: They’re not allowed to vote (unless they pass). We try to minimize the obvious biases as best as possible.

Confused? Not every loot council member is an officer, that’s why an officer can periodically make a decision to fill in.

Loot council usually rotates after a month to several months depending on a number of things (Where we’re at in progression, boredom, “freshness” factor, etc).

Members have a say too!

In 80% of the loot decisions, we don’t actually have to come to a ruling. Back when we formed, Syd and I added a slight twist allowing our members to decide if something truly is an upgrade for them or not. Check out my macro:

LOOT OPTIONS
Int = You want and is a main spec upgrade
Pass = You want it, but can afford to wait or will not be using right away
Off = Off spec item
Say nothing = No interest in item

Yes, it’s tiered. Saying Interested signifies immediate desire and that it’s usable. Saying pass means you want it, but you won’t be able to use it until you get another piece of gear (like hit rating adjustments) or its a relatively minor upgrade (going from a 251 level item to a 264).

Anyway, I’ll give you a few of the loot scenarios and some of the decisions that I made. Keep in mind, there’s 5 of us. When someone says they want something though, we’ll ask them to link the current item that they wish to replace.

Give you an example:

[Coldwraith Links] has dropped.

Loot Master: 5
DPS warrior: Int [Vengeful Noose]
Loot Master: 4
Death Knight 1: Int [Coldwraith Links]
Death Knight 2: Int [Coldwraith Links]
Loot Master: 3
Loot Master: 2
Death Knight 3: pass
Loot Master: 1
Ret Pally: pass
Loot Master: –

Right off the bat, we’ll strike Death Knight 3 and our Ret Pally off the list. They both want it, but for whatever reason, they’re willing to wait or not able to use it (or are just being generous because maybe they’ve gotten a bit of upgrades that week). This case is one of the tougher ones we’ve had to deal with because all 3 partys’ could make a strong case for themselves.

But it’s easy in that since any of them could use it, the whole guild would benefit anyway regardless of who got it. I’m thinking big picture at this point. If memory serves, I think we gave it to Death Knight 2 because Death Knight 1 had gotten something earlier that night or that week. Honestly, it was a coin toss between the Death Knight and the Warrior.

Let’s do a tier example.

Conqueror’s Mark of Sanctification

Holy Priest – Int (42 badges) – Has no tier piece
Shadow Priest – Int (33 badges) – Has 1 tier piece (Shoulders), 251
Prot Paladin (off tank) – Int (60 badges) – Has no tier piece
Warlock – Int (60 badges) – Has 1 tier piece (Legs), 251
Ret Pally – Int (55 badges) – Has 1 tier piece, (Shoulders) 264

Let’s travel back in time a few months where tier tokens were still relatively new and not many players had tier pieces equipped yet. When it came to tier, we looked at factors like the amount of Emblems they had. We also wanted to know if they already had the 251 level tier pieces. We also had a quick chat with the players to really figure out which set bonuses were okay and which set bonuses were jaw droppingly awesome. Our mindset with tier is that we knew it would be a constant drop rate. We wanted to try to spread it out as much as possible. It was up to the raiders themselves individually to do dailies or whatever they could to get as much Frost Emblems as they could. Over a span of several weeks, our accessibility to tier would increase anyway. It was our job to determine who got what tier first.

Keep in mind, at the time Saurfang was the only boss who dropped tier at the time.

The first thing we looked at was how quick the token could be spent and used. The Shadow Priest would have been able to upgrade their tier shoulders immediately. The Holy Priest would need another week or two to purchase the 251. The Prot Paladin would also benefit and has not bought any tier yet. The Ret Pally already received one from the week before, striking her from the list. It would’ve been a tough call between the Warlock and the Prot Paladin. For me personally, I would’ve awarded it to our Warlock. It gives him immediate access to a 264 piece and a 2 piece with the shoulders.

Conqueror would drop again and it would’ve been pretty easy to “map” out the next few drops anyway.

Phylactery for the Nameless Lich (heroic)

Loot Master: 5
Shadow Priest: Int Phylactery of the Nameless Lich
Loot Master: 4
Warlock: Int Muradin’s Spyglass
Mage: Int Eye of the Broodmother
Loot Master: 3
Loot Master: 2
Loot Master: 1
Shadow Priest: pass
Loot Master: –

Here’s some background information. Both the Warlock and the Mage joined the guild the same day. The Shadow Priest has been around for 9 months as a regular raider. Our Shadow Priest notices the trinkets the other two are using and realizes it would be a better upgrade for the other two and decides to withdraw his name from consideration. Seeing as the Mage and Warlock are new and that extensive notes have been taken so far on their performance. The Warlock has been performing extremely well with top 5 finishes on most boss fights. The Mage is about average to below average (10th-15th with massive fluctuations). Unfortunately, the Warlock was mind controlled on Blood Queen because his target had already been bitten. In terms of drops, the Warlock had received no items that night and the Mage received both a Vanquisher token and a neck upgrade (both immediately used).

It’s now down to the battle of the recruits.

This is one of those “investment” type calls. Who are we most likely to keep? Who is most likely to go? We don’t know. It’s difficult to gauge that especially on a day 1 (a little easier after week 1). Do we give it to the Warlock as a reward so far for his efforts (except for the blown bite)? Or do we give it to the Mage to escalate his gear further? We’re aware that his DPS isn’t as high as the rest and it would really bring it in line. But he already received two items that night.

Those were just some of the questions that ran through my head. Ultimately, the Phylactery would’ve been an upgrade for either of the two. And for me, I would’ve sided with the Warlock just for the sake of even distribution.

Heroic Solace of the Defeated

Holy Priest – Int – Heroic Althor’s Abacus, Glowing Twilight Scale
Disc Priest – Int – Talisman of Resurgence, Glowing Twilight Scale
Resto Shaman – Int – Heroic Althor’s Abacus, Purified Lunar Dust
Resto Druid – Int – Ephemeral Snowflake, Heroic Althor’s Abacus
Resto Druid 2 – Int – Ephemeral Snowflake, Talisman of Resurgence
Holy Paladin – Int – Sliver of Pure Ice, Althor’s Abacus

Let’s try some healing trinkets. They are one of the biggest headaches in the game due to the number of players that want them when they drop. For me, when a player gets two powerful trinkets, I cut them off for the rest of the expansion. Again, I want to minimize the number of wasted drops. No point for us giving a trinket to one person only for them to replace it the week after when another player also could have benefited from it.

Here’s the information:

The Holy Paladin is entering finals for law school. He’s already declared that he will not be able to show up for the next 3 weeks. The Resto Druid received his Abacus earlier that week.

Ugh, tough decisions. The Holy Priest is just being plain greedy, so he gets struck. He’s already using trinkets that will last him the length of the expansion (probably that Matt guy who wants it, greedy bastard). The Holy Paladin could also put it to good use, but it won’t be effective for the next 3 weeks. The Resto Druid already got something that week, he’s out. Resto Druid 2 missed out on 2 straight progression raids without letting anyone know. Now it’s down to the Disc Priest and the Resto Shaman.

Looking across the board and seeing how everyone (and their mother) seems to already have an Althor’s Abacus, I’d award it to the Resto Shaman. The Disc Priest could benefit from an Abacus or a Solace. The Resto Shaman could use the Solace and then be done for trinkets for the expansion. It’s a narrow decision, but it ultimately gets awarded to the Resto Shaman because the Disc Priest trinkets could be completed with any of the 2 above options.

Final thoughts

Generally, most items take seconds to resolve. The ones that take the longest end up being:

  • Weapons
  • Trinkets
  • Rings

Those take the longest because many classes have vested interest. Look at an item like the Ring of Rapid Ascent. It’s one of the top items by practically everyone (casters and healers).

Granted, we do make mistakes. For every 4 or so good loot decisions we make, there’s a bad one that bites us in the ass. A Glowing Twilight Scale was handed off to a Paladin because no other healers wanted it at the time. He left after 2 weeks. We passed a Deathbringer’s Will to a feral Druid who had been a long standing member of the guild before he departed to try his hand at a higher progression guild. Since the inception of the guild, we’ve had over 115 players contribute to the success of our raids and for various reasons, they have dropped out and retired (Getting married, moving, getting yelled at by SO for too much WoW time, school, work, etc).

I have never had a single player leave and cite the reason for their departure as “unfair loot system”. We have a strong recruiting process and players that (we think) are self-centered when it comes to drops don’t usually make it past week 1.

It takes a dedicated and unique organization to make this loot system work. Everyone needs to be onboard with it and absolutely must buy into the system. That’s the reason it works. It’s because players understand it isn’t always about loot.

In the event the council is evenly split or unable to come to a decision (say an item benefits 4 people on the council and they all want it), then any officers present will make the call. If it’s a 5 way split (which rarely happens), another officer is asked to make a pick so that it becomes a 2-1-1-1-1 decision. Lastly, for anything that cannot easily be decided, I invoke what’s called the Matt clause. It usually happens if there’s a number of loot council players or officers who are either absent or unable to vote. If that occurs, I make the decision regardless of whether I can vote or not. If I’m not present, that falls to the raid leader, then the main tank, and on down the chain of command until its resolved.

Remember, we have a raid to run and bosses to kill. We can’t spend all that time debating. Unless it’s a Deathbringer’s Will, it’ll drop again.

We’re not completely infallible. Just like referees, we make bad calls too. But hey, this system isn’t for everyone. But it definitely works for us (we took down heroic Putricide last week on 25 man, and that guy was a nut case).

While I suspect a number of you won’t agree (and will continue to disagree) with this system, I hope this post has at least shed some light on how a guild could do the job. I know of a guild where a Shaman immediately LC’s mail gear to himself for all 3 specs. It’s unfortunate that cases like that happen, but they do exist. I wanted to write this to illustrate that not every guild or loot council is corrupt (at least, not intentionally).

Leveling a Resto Druid in Cataclysm – Part I

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

With two new races to choose from as well as a new, improved leveling experience, there are going to be a lot of new Druids come Cataclysm. From revised abilities, to the new specialization system, starting a new Resto Druid is going to be far different than it is currently in Wrath. In this series, I am going to cover how things have changed leveling a Resto Druid, starting with level 10.

Specialization

The biggest change for low level players is the specialization system. At level 10, you will be asked to choose one of your 3 talent  trees. This is where you will place at least 31 of your talent points, as you can not unlock any other trees until you’ve spent 31 points in your specialization tree. Upon choosing this specialization, you will be granted an ability geared towards your spec, as well as two passive bonuses. As a Resto Druid your granted ability will be Swiftmend. Previously available at level 40,  Swiftmend will drastically change how you heal at lower levels. At level 10, it heals for 204 hit points, costs 14 mana, and has a 15 second cooldown.

Along with Swiftmend, you are also granted 2 passive abilities as a Resto Druid. The first is Meditation, which similar to its  predecessor Intensity, allows you to regen mana at 50% of your normal rate while casting. Your second passive ability is simply called Restoration Druid, and reduces the pushback suffered while casting Healing Touch, Regrowth, Tranquility, Rebirth, and  Nourish. This is similar to the old Tier 1 talent Nature’s Focus, but adds Rebirth to the mix. Even at level 10, I believe Blizzard  has succeeded in making you feel more like a Resto Druid than before Cataclysm. These two passive abilities cost 3 talent points each, with Meditation unable to be maxed out until level 22.

The Rest Of Your Toolbox

Along with these bonuses is your normal toolbox that includes Rejuvenation, Healing Touch, and Swiftmend. This gives you a well-rounded toolbox for a low level healer. 1 HoT, 1 big heal, and 1 emergency heal. I am pretty excited that Blizzard decided to teach low level druids the Swiftmend mechanic, as it is not available to the other healing classes. Overall, it looks like Blizzard is succeeding in simultaneously improving the leveling experience, while teaching Resto Druids how to use some of the more advanced abilities they will need when raiding. Even at this low level, you should start being able to get a good feel for tank healing in 5 mans, as well as have the added benefit of not running out of mana every pull while leveling thanks to Meditation.

In the next part of this series I will be taking a look at the next major leveling milestone, The Looking For Dungeon Tool, and how these changes affect Resto Druids healing low level dungeons.

Cataclysm: Spammable Body and Soul? Sure!

bsspam

Discipline talents got slight revamps. There are two big things that jumped out at me when I logged in earlier in the evening.

  • Soul Warding moves to tier 2
  • Borrowed time returns

Moving Soul Warding up to tier 2 opens up some interesting speccing options as Discipline. Previously, it was thought that Archangel and Evangelism was required in order to advance deeper in the tree (to me, that didn’t make logical sense). Now it looks like Priests have two routes they can go when progressing. You can pick up Improved Inner Fire and Soul Warding to get past (and I predict that being the optimum raid spec) or you select the Archangel and Evangelism combination (useful for either leveling or powering through older raid content).

If Archangel and Evangelism were in the game right now, I’d dual spec into them for sure. Just being able to power through certain farm bosses in ICC or 5 mans gives us a little bit more of something to do. Think being in Icecrown gear and tackling ToC or Ulduar on normal.

Can’t Holy Priests get Soul Warding?

It certainly looks that way.

With Soul Warding at tier 2, Holy Priests will want to snag it at max level. And who wouldn’t? Being able to cast a massive amount of Body and Soul’d shields on assorted players? Multiple sprint buffs? Hell yeah!

But there’s a problem so don’t get too excited about the prospects. As Holy, you don’t get access to Rapture which offers some mana return when your shields get punctured. This means it will be an increasing drain on your mana so you’ll need to Body and Soul your targets wisely. Remember, we’re supposed to be using out mana intelligently in Cataclysm.

All I know is, between Life Grip and Body and Soul, there will be zero reason for anyone to die in a fire now.

Also, losing internet connection at 12 AM sucks when you have a post ready for immediate publishing. Sad panda.

What Did You Want? Future of Healing Assignments – Part 1

A couple of weeks ago I gave you all a quest – what did you want me to write about. A fair number of you responded to the quest and Jooles completed it by way of winning my RNG ingame /roll. So now here I am, a giant oversized owl ready to hand over the quest reward with a yellow question mark ruffling my ear feathers. Which, let me tell you, does nothing to help the usually-aggrieved furrow of a boomkin’s brow.

Joole’s question was this:

The future of healing assignments. Have they gone the way of crowd control due to smart heals and class pigeon-holing? Is it Paladins heal tanks, Shammy’s heal melee, Priests + Druids heal raid forever or is this going to change in Cataclysm? Which way are Disc priests going to go?

With four healing classes to look at and changes happening all the time in beta it’s taken a brief spell to get going on this. This ‘ere is the first of a two-post answer. I’m not stumping up precisely calculated answers; with things not nailed down in beta I’d have to be a physic owl to do so. Which I’m really not, given I can’t remember what I had for dinner tonight and I’m not playing in the beta.

I am looking at the beta information for healing classes and talking about the picture it gives me of their healing style. I’ll look at two classes a week and include a summary of my predictions for healing assignments at the end of the second post.

So without further ado, let’s have a look at Cataclysmic druids and paladins.

Druids:

Anyone got an axe? Tree druids are going to be split into two camps. Blizzard have said they want the difference between a druid’s direct healing spells and their HoTs to be more noticeable, and boy, are we going to notice it.

Tree druids are losing the permanence of tree form but gaining the ability to tank-heal more seriously. At least that’s what Blizzard want: according to blue posts they want trees to be capable tank healers who can spot heal when the going gets tough. But I foresee it not quite playing out like that in healing assignments.

Sure, druids are going to be able to keep tanks up.

But they’re also going to be your “oh nitwibble” guy when things go wrong. Given that we know there’s going to be more damage flying around affecting everyone in the group and that druids’ tree form is going to be the “it’s all gone wrong and I need to pump out extra healing for a bit” cooldown, you’re going to need someone who waits for those “oh nitwibble we’re all dying” times and reacts the second it hits.

Your tree druid is the guy breaking out the roots for the extra healing when everyone’s taking more damage. He’ll stand there (with the current speed penalty to tree form he’s not going anywhere if things are that bad) madly spamming HoTs, the effectiveness of which now scales the more injured the target is, on the group when things go wrong. Not to mention the new talent “efflorescence” which spawns a patch of healing flowers underneath the recipient of a critical-hit Regrowth. So while your druid’s standing there setting his limbs on fire spamming HoTs, the rest of the group could be running madly to stand in the good stuff on the floor. I can hear it now – raid leaders yelling “things are going to piffle! Go stand in the healing fauna!”

Which is a little worrying to my mind. I have a feeling trees won’t be able to be both your tank healer and your “oh nitwibble guy” given healers are going to have less mana. You’re going to have to choose between the tree who heals your tank and the tree who stems the mass-damage spike. Given that Blizzard are trying to homogenize the healers so we can all handle 10 and 25 man content, I’m a little worried that tree druids are going to be irreplaceable.

Paladins:

I can see the paladin running around. Groans from paladins, eh? Hear me out.

First of all, holy paladins are going to need to accrue globules of this new ‘Holy Power’ combo-point like thing. Holy paladins can do this three ways; their primary is by healing (duh). Specifically, by using Holy Shock or healing their Beacon of Light target if they’re talented into Tower of Radience.

Sure they can stand anywhere to use this, but Holy Shock has a 6 second cooldown and healing their beacon target might not always be the smartest move. Maybe the beacon target doesn’t need healing, or maybe it’s more mana efficient to get Holy Power another way rather than casting a heal right this second. So a a secondary Holy Power gatherer they can also stick Crusader Strike up on something, which requires Mr. Holy to be doing the hokee-kokee into melee range.

Now, Blizzard have said flat out they’re trying to remove the “tank healer” label from paladins, though it’s stuck so well they’ve had to scrape it off with new tools in the holy toolbox. So how to make the paladins less like a tank healer?

They’ve given them AoE capability. What with the new “Healing Hands” and talent-based “Light of Dawn” AoE cone/wave heal, paladins could find themselves on their toes. Popping Healing Hands will allow paladins to act like a sparkly version of Healing Spring totem, giving out a short range aura-like AoE heal and “Light of Dawn” could be useful for both clusters of melee and slightly more spread out ranged, depending on your positioning relative to them.

So holy paladins might be donning the headless chicken suit to run around and AoE/aura heal. They’ll need to be spacially aware at all times of who’s standing where so that if they want to use “Light of Dawn” on a few ranged they have to stand a distance away to catch everyone in the cone. Want to use “Healing hands”? Go near the people who need it. Need more Holy Power but can’t heal to get it? Run into melee and stick up Crusader Strike.

 

To my mind druids and paladins are going to be shaken up. Possibly even mixed up, as if we put on the over-generalization goggles for a moment it looks like they’re swapping some of their current iconic roles of trees running around, paladins being the big healers.

Having recently started playing a paladin I’m somewhere between excitement and terror that they’re getting yet more bells and whistles. Druids might not getting that much, but it looks like they don’t need new spells for their role to be flexible. That’s either quite admirable or a tad worrying.

What do you think? Do you see druids and paladins completely differently, or has this opened up new ideas for what Cataclysm will look like?

This is an article by Mimetir, an owl (and resto shaman) of a raid leader on The Venture Co. (EU) You can find my website MMO Melting Pot here and my twitter feed here.

Article image courtesy of Chris Campbell @ flickr