When a Bonus is More than a Bonus

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Thanks to MMO Champion and it’s data-ming ways, we now have access to a preliminary version of the Tier 8 set bonuses. It’s anyone’s guess whether these bonuses will actually go live. The bonuses for Resto druid appear to be excellent, though there’s one catch: the 4-piece bonus for Tier 8 is much too good.
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Here we have a classic example of a good set bonus and a “bad” set bonus. Lest you grow angry at me for complaining about buffs as well as nerfs, I’ll explain what I mean.

What makes a set bonus good?

The two-piece Tier 8 bonus, which gives a 10% boost to the throughput of Swiftmend, will be nice to have. Swiftmend is a spell almost every healing druid talents for, and it can be used by both raid healers and tank healers alike. The bonus doesn’t conflict with or double the Glyph of Swiftmend, which is a different and even stronger throughput increase which allows Swiftmend to be applied without consuming one of the druid’s HoTs (either Rejuvenation or Regrowth). Moreover, if I had one piece of advice for most Resto druids, it would be to use Swiftmend more. Many forget all about it because it’s a two-step spell–HoT setup plus instant top-off. I find that I perform much better if I use it whenever it’s up. Still, this bonus will never be overpowered, even in combination with the glyph, because Swiftmend continues to be on a cooldown. Druids will get this bonus and enjoy it, perhaps giggling to themselves over their WWS reports. However, it will be a set bonus that the druid can bear to leave behind for whatever Tier 9 gear has in store.

What makes a set bonus bad?

We’ve all seen set bonuses that are lackluster or unusable. The Tier 6 4-pc Resto druid bonus to Healing Touch comes to mind as a particularly useless one. I passed on Tier 6 pants in favor of badge pants because this bonus simply wasn’t one. However, a bonus that goes in the other direction, becoming so good that it overshadows all other gear upgrades, is actually more harmful to the class and the game. Take, for example, the much-lamented 4pc Tier 5 mage bonus, which entirely changed the functioning of Arcane Blast, greatly upping its damage output at an increasing mana cost. I still /spit on this bonus. It caused the four raiding mages in my former guild to hold onto 4-pc Tier 5 until they were able to equip 4 pieces of Tier 6 at once. The consternation this caused them probably cost my guild several extra hours of loot debate. The mages also faced accusations of DKP hoarding as they waited to buy the early Tier 6 pieces. They had much more DKP than they could spend because of their need to hang onto T5. Moreover, the mages themselves didn’t always pay the increased mana cost. Instead, the druid healers Innervated them. We didn’t mind, exactly, because mana was plentiful for healers at that point, but I couldn’t Innervate all four of them, and I always felt bad when I didn’t have any juice left for a player who asked. However, the most pernicious aspect of the bonus had to do with play style. It pigeon-holed mages into an arcane spec and a set rotation, turning three trees into one for a tier and a half of content. I know one determined fire mage who switched to her warlock in Tier 5 because she didn’t like the arcane playstyle. In the end, the T5 bonus was judged to be too strong, nerfed, and finally taken away.

Ghostcrawler has actually said in the past that a tier bonus should be just that–a bonus. I wholeheartedly agree. However, the 4 pc T8 bonus isn’t going to just be a bonus–it’s going to radically change most druids’ rotations.

Rejuvenation has always been a good spell, but its limiting factor is that it doesn’t tick for 3 seconds after it is applied. In essence, that turns it into a HoT with a long cast. Rejuvenation is probably the druid’s most over-written spell. Thankfully it’s also our most efficient. With the bonus, I would get a tiny burst of healing–1997 in Syd’s current gear–when I cast the spell. That’s less than a Holy Shock, but it has a huge impact. With even a small initial heal, Rejuvenation would be “fixed.” It would go from being something that some druids don’t cast, preferring the faster-ticking Lifebloom and Wild Growth, into the raid healing spell. I think this is a very innovative and necessary addition to the spell; however, it doesn’t belong in a set bonus. This “fix” would get druids away from using Lifebloom for every situation, and that’s great. However, if this change is truly imagined as a “fix” to the spell, it needs to be made permanent through talents. Hell, I think it’s worth 5 of my talent points–or even the entire space in the tree occupied by Revitalize and Living Seed. This one little set bonus would give druids what they’ve always wanted–a tool to keep others from sniping their heals.

“Sniping,” for the uninitiated, is the practice of going outside one’s own healing assignment to heal someone else’s target, particularly a target that already has a ticking hot or a slower-casting incoming heal. Typically, players snipe with quick heals–Flash Heal, Flash of Light, Chain Heal, even Nourish or glyphed Healing Touch. As I’ve explained before, healers will never stop sniping–in any case, not until the default UI shows incoming heals and HoTs, mana is as scarce as roses in the Alaskan winter, and healing meters go extinct. Druids are incredibly vulnerable to heal-snipers as most of our healing takes a bit of setup before it starts to work. Ghostcrawler has said in the past that heal-sniping is a valid concern, but it’s not going to be fixed through nerfing mana. Other tools have to be used against it, and the new Rejuvenation is a perfect fit. Healers who play without any incoming heal data will be able to see that the target is covered and consequently will turn elsewhere, even (gasp!) back to their own assigned target.

The change to Rejuvenation needs to be either a talent or a glyph–and I would prefer talent, because then it would correspond to priests’ new talented Renew, which just got a similar front-ended burst. Renew has never been as good as Rejuvenation in the past, but with a small initial burst, it might just be better than Rejuv post-3.1.

In any case, if this tier bonus remains unaltered, druids will wear their Tier 8 until they have 4 pc of Tier 9–and maybe even beyond. This set bonus is more powerful than any one gear upgrade–and I would say, probably more powerful than four. It steps beyond what a bonus is supposed to do. At maximum, I’d say the set bonus for a previous tier should maybe give a player pause about equipping just two pieces of the new tier or item level, as it may be. Not all the best pieces are part of a set. However, when it gets to three upgrades over the stats on the old tier, players should be happy about making a change.

I’m concerned, Blizzard–very concerned. Thinking as both a raiding druids and a guild officer, I’d rather not wrestle with this particular angel, as good as that set bonus may seem when we’re sitting at the beginning, not the end, of Tier 8.

More Shaman 3.1 Changes (With Edit!!!)

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Lodur back again with more Shaman changes on the PTR. There was a recent patch and it looks like this is what we got changed

Restoration

  • Healing Stream Totem range increased from 20 to 30 yards.
  • Mana Spring Totem now restores 91 mana every 5 seconds at max rank. (Old – 34 mana every 2 seconds)
  • Nature’s Swiftness changed to – When activated, your next Nature spell with a base casting time less than 10 sec. becomes an instant cast spell. Nature’s Swiftness shares a cooldown with Elemental Mastery.
  • Restorative Totems now Increases the effect of your Mana Spring and Healing Stream Totems by 4/8/12/16/20%. (Down from 5/10/15/20/25%)
  • Healing Grace has been moved from Tier 3 to Tier 2.
  • Ancestral Healing has been moved from Tier 2 to Tier 3.

Totems

Nature Resistance Totem, Stoneskin Totem, Fire Resistance Totem, Frost Resistance Totem, Strength of Earth Totem, Flametongue Totem, Wrath of Air Totem, Windfury Totem descriptions have been changed to reflect the latest changes, they now affects all raid members. ( But will not Stack with some class buffs)

Healing Stream and Mana Spring totems will not be combined at this time.

So, what do we think about all this?

The Healing Stream Totem range increase is nice, I’ll give them that. Not going to really elaborate on that one.

Mana Spring Totem change brings it to 109 MP5 with talents, making it the exact same mana regeneration as Blessing of Wisdom. To be honest, we knew this was coming since BoW and MS no longer stack. This goes hand in hand with the Restorative Totems Talent

The Natures Swiftness change is more PvP centric. It seems to take down the Hybrid spec people were running around with letting them get Elemental Mastery and Natures Swiftness and then have an “I kill you now!” button.

Healing grace and Ancestral Healing Swapping places does not really affect us, that’s more just housekeeping. You still spend the same amount of points in the tree to get what you want without having to take anything you really don’t.

Totems tooltips were updated, that’s about it for the top part there. The big news here is the decision to not combine Mana Spring and Healing Stream totems. With them tweaking MS, I’m not surprised. As much as I would love to see that combination, I personally think it wont happen, at least not till they figure out how to handle mana regeneration for everyone.

Playing around on the PTR (when the world server is active) Nothing really feels different in the play style. I’m hoping to get into an ulduar group (hopefully the raid invite goes through this time =P ) so I can test it out on some heavier content.

What do you guys think ?

*EDIT*

Restoration

  • Mana Tide Totem: This spell no longer costs mana.
  • Restorative Totems: Reduced to 3 points, down from 5. Increases the effect of your Mana Spring Totem by 7/12/20%, and increases the amount healed by your Healing Stream Totem by 15/30/45%.

There it is. Was waiting for the shift in restorative totems. Could be quite nice.

Image from wikimedia

Shamanism

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Shamanism will be a regular (as I can make it) posting comparing real world Shamanism and Shamanistic ideas to the Warcraft universe and will also point out how Shaman’s throughout the history of the Warcraft universe have been key players in many of the events that have unfolded. This will be a journey into the lore that brings us to our present class.

Shamanism has always been something that has fascinated me in real life. A shaman’s role in society was always varied and always important. They operated as Mediators, Healers, Leaders, Diviners, Warders of Spirits, agents of fertility among many other roles. We covered Shamanism in real life a little bit in the last post. I’ll recap them real quick.

From Wikipedia:

  • Spirits exist and they play important roles both in individual lives and in human society.
  • The shaman can communicate with the spirit world.
  • Spirits can be good or evil.
  • The shaman can treat sickness caused by evil spirits.
  • The shaman can employ trance inducing techniques to incite visionary ecstasy and go on “vision quests”.
  • The shaman’s spirit can leave the body to enter the supernatural world to search for answers.
  • The shaman evokes animal images as spirit guides, omens, and message-bearers.
  • The shaman can tell the future, scry, throw bones/runes, and perform other varied forms of divination

Shamanism is based on the premise that the visible world is pervaded by invisible forces or spirits which affect the lives of the living. In contrast to organized religions like animism or animatism which are led by priests and which all members of a society practice, shamanism requires individualized knowledge and special abilities. Shaman operate outside established religions, and, traditionally, they operate alone, although some take on an apprentice.

Well with that in mind, lets take a look at how blizzard blended this into Warcraft. Let’s first cast our gaze on the Orc race. We were introduced to the Horde way back in the days of Orc Vs. Human or the First War. They were a slovenly bunch of blood thirsty mongrels, but before that they were a nomadic shamanistic people who worshiped their ancestors and the spirits of nature. Lets take a look at the first major Shaman we are introduced to, Ner’zhul.

Here’s an excerpt from wow wiki:

Ner’zhul was the chieftain and elder shaman of the Shadowmoon clan and one of the most popular figures in orcish society. He was admired, respected and venerated by all for his deep connection to the spirits, and was the closest thing the orcish race had to a single leader prior to the foundation of the Horde. However, deep within, Ner’zhul craved a power he did not have…

One day, Ner’zhul was contacted by the spirit of his dead mate, Rulkan (with whom he had a regular correspondence), who warned him about the menace of the draenei, who were plotting to destroy the Orcs. After several moons, she introduced him to Kil’jaeden, the “Great One”, who began to instruct him in the ways of warlock magic and the treachery of the draenei. Though Ner’zhul was elated that he was saving his people (and finally getting the power and respect he deserved), he was puzzled why the ancestors would no longer speak to him, and why the spirits grew more distant.

Ner’zhul managed to get the rest of the clans to begin attacks on draenei settlements, supposedly by order of the ancestors, but, as he saw more and more of the draenei, he gradually became puzzled; apart from his horns, clothes, and skin tone, Kil’jaeden bore an odd resemblance to the draenei and possessed a hatred of Velen unbecoming of a divine being. Seeking answers, he attempted to commune with the ancestors in Oshu’gun, the “Mountain of the Spirits.” He was horrified when the ancestors greeted him as a monster, and the real Rulkan revealed the truth: Kil’jaeden had been lying all along.

Ner’zhul’s shamanistic ways were used against him to trick him into selling his people’s souls to the Blood Lust. His connection to the spiritual world was turned against him. He used his position to unite the Orc Clans and began the foundation work for the first Horde. He believed that he was doing what was best for his people. Without him being Shamanistic, Kil’jaeden would never have had the opportunity to manipulate Ner’zhul like he did, which would have made it much more difficult for him to create the bloodthirsty army that he wished the Orcs to become.

Ner’zhul was also panged by guilt, fueled by his sense of honor and duty to his people that he had ignored for so long. Eventually he decided to rebel against Kil’jaeden, and as a result was stripped of his Warlock powers. When he discovered the plans of the Shadow Council to make the Orc people drink the Blood of Mannoroth, his honor and duty bade him to attempt to save his people, but only one Chieftain would listen, Durotan of the Frostwolf Clan. Ner’zhul’s warning was one of many factors that lead the Chieftan to speak out against the corruption of the warlocks and attempt to bring the Orc people back to their Shamanistic roots. The actions of this leader caused him and his family to be assassinated. The only survivor was his son, who grew to be the figure known as Thrall. One Shaman set so much in motion that affected so much of the Warcraft universe.

Today’s is a brief post, but there will be more to come next time.

Till next time, happy healing!

~Lodur

Shamans and Paladins mana buff get hit! (With edit)

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I just got off of lunch here at the office and happen to see this in my blue tracker.

Click here to see!

For those of you who can’t read it at work or school here it is copied for you

From Eyonix:

We are making a change to these spells so that their benefits are exclusive in patch 3.1.0. The buffs will be equivalent, but will no longer stack. Mana Spring will affect the entire raid instead of just the shaman’s party. We felt that both paladins and shamans brought too many unique buffs to a group. Additionally, we have been trying to tone down mana regeneration in large groups, and were concerned raids would feel the need to stack paladins or especially shaman to have enough Mana Spring totems. We have also been trying to get more benefits out of the party and into the raid, and Mana Spring previously was still a party only buff. With this change, if there is only one paladin, he or she can bring Blessing of Kings while the shaman offers Mana Spring. If there are two paladins and the second offers Blessing of Wisdom, then the shaman can offer healing or cleansing with their water totem instead.

What does this mean? It means you can’t have both. They are essentially removing another source of mana regeneration from raids.  As you can imagine there is a large outcry among both Shamans and Paladins. From the shaman stand point I’m a little upset to be honest, I’m also waiting for the other shoe to drop. The comment about Shamans bringing too many unique buffs to the raid made me scoff a bit. Strength of Earth totem which combines STR and AGI buffs gets overridden by a Death Knights horn of winter, often times leading to that being used for Stone Skin which is negligible benefit to the raid at best. Flame Tongue totem gets over ridden by Demonic Pact if you have a demo warlock in the group, and the other flame choices are Frost Resist or doing dps. Which if you’re healing, you arent in range for that most of the time anyways, and taking the time to stop healing run in and drop a magma totem is normally not a good idea. You guys see where I’m going with this.

Here were some suggestions of what we can do with the slot instead, and ultimately what our totems can add to a raid.

Healing Stream Totem. It’s group only, and still has to be in range. If you’re healing, more then likely you’re going to be with the casters in the back, not taking damage. While it does have places where it can be nice, it’s largely wasted in my opinion.

Cleansing Totem. Great for fights where you need to purge Diseases and Poison, but wasted and useless any other time. With curses being more prevalent then Disease and Poison that’s another totem we’ll see situational use out of.

Wrath of Air. Yes we still offer 5% spell haste. Yes that is good, but it is also redundant. Currently two other classes also offer haste. Retribution Paladins and Balance Druids.

Blizzard is trying to simplify raids, and I can appreciate what they are trying to do… to a point. A Lot of people think they are trying to make fights harder by nerfing mana regeneration, posts like this just add weight to that argument.  Homogenize every class, and then what do you have left? I posted in my last post that one of the best things about playing a Shaman was the uniqueness of our class, and totems were right up there in that list. Slowly it seems like it’s being whittled away. Streamline don’t make obsolete!

Redundancy is good in a raid, but at what cost?

I’ll update this as time permits today and as updates are brought to my attention.

What are your thoughts?

*EDIT*

Ok, so now that my initial shock has worn off and I’ve had my cup of coffee and a chance to sit and think about it in more depth, I’m not overly concerned any longer, in fact I’m quite ok with it now. This is just another in the series of small tweaks to get everything on a level playing field. The impact to the raid shouldn’t be that big, if anything more raids will see a boost from this then any sort of detrimental outcome.

I think my biggest reaction was just it seemed like a change out of left field, I don’t think anyone saw that coming. I am curious however as to what else will change in the coming weeks. Shamans have their Heroism / Bloodlust shifted slightly to keep it as a “Shotgun” buff and now the Mana Spring totem has been adjusted just a little bit. Lets see what else they tweak.

On Min-Maxing Professions

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Ever since her creation, Sydera has been a dual crafter. She toiled not, and neither did she spin. I’ve changed the specific crafting professions a few times for one raid advantage or another, but in late BC I decided on Enchanting and Alchemy. I took on Alchemy–without an herbalist alt–then for the Alchemist’s Stone, which was a best-in-slot trinket at the time. I still love Enchanting and Alchemy for raiding. They combine a raid advantage with convenience. The self-only ring enchants continue to be strong, and I love being able to disenchant my old gear and turn it into a useful commodity. Moreover, I always raid with a flask or dual elixirs, and I enjoy the boost to those consumables when it counts. My favorite raiding advantage, though, would have to be the four-hour flasks. The psychological effect is quite positive, and I would say that the boost to morale counts more than the actual gold saved.

However, the big disadvantage to Sydera has always been that she can’t extract anything useful from the game world while she’s questing. Lately I’ve been buying herbs and selling the resultant flasks on the AH. I always make a little bit of money, mostly because of the procs from being elixir-specced, but it’s nothing fantastic. The bulk of my gold earning in Wrath has been from selling the BoE Emblem of Valor bracers. However, it wasn’t quite enough for me.

Min-maxing for raiding is always my priority, but I need money too. The primary reason has nothing to do with me. Rather, the recent discussions of relative tank health among the four classes coupled with the imminent release of a more difficult raid dungeon prompted my A#1 Tank and Significant Other, Briolante, to make a plan to level jewelcrafting to replace his herbalism. The problem? My flask business and his glyph business didn’t make enough money to support a profession change, especially with Ulduar and its higher repair bills looming. So, enter Part B of the min-maxing plan: my under-utilized, underprivileged paladin alt, Marfisa.

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Marfi was my second WoW character, but she was the first one to leave her starting area. I raided with her in Classic, back when I didn’t know what I was doing, and I healed through Kara with her in early BC. She’s been Retribution since mid-BC, but I didn’t really do much with her even when Ret was the Flavor of the Month (for about 10 minutes at patch 3.0). In the last three weeks, however, Briolante and I tag team-leveled her up to 77, and she has a brand-new shiny fully-leveled herbalism to go with the mining she’s had since Dire Maul was a cool new place to go. As for Brio’s jewelcrafting, the last I checked, it was at 200, so we’re moving right along.

Now, I know I could have gone about this differently, focusing on earning money through the AH to buy ore and herbs, but I chose to level an alt for gathering because it’s a solution that will work not just for now, and for this profession change, but future ones should we choose to do so. In the next expansion, Marfi might be leveling skinning instead of herbalism, but now that she’s close to max level, she’s in a good position to be a helper-gatherer over again should things change. With Crusader Aura to help out and the movement speed increase for Ret, she’s an excellent choice for a hunt-n-fetcher as well. My warlock would have been a poor choice in comparison.

For me, leveling an alt just to service my household’s two raiding mains was an extreme move. Now I’ll use Marfi to provide herbs to Syd and herbs and ore to Brio. I have to say, I’m liking the convenience of it. I’ve already made some flasks on Syd just on the herbs I used to level, and I can tell you, I’m not going to be hoarding Frost Lotus anymore. But who knows when poor Marfi will hit 80! Probably in 6 months, when she gets there purely through killing those pesky mobs that like to stand next to my Icethorn.

Here’s what I told my guild when I dinged 450 herbalism. They were teasing me about my ambition to buy a Je’Tze’s Bell, which sells for about 8,000g on my server.

I said: “Now that I’m a gatherer, money is like dirt. There’s always more lying around on the ground.”

I’m proud to say that I came up with that truly terrible pun on the fly.

My question to you, dear readers, is this:

How far will you go to min-max your character?