How I learned to live without Spirit Link, or a fond farwell.

Anyone who has known me for any length of time knows that I’ve been a huge fan of the spell Spirit Link since it first made an appearance back in the Wrath of the Lich King beta. The spell allowed restoration shaman to link players together, distributing damage among them. The spell was eventually removed due to balancing issues, and I only got to play with it for a few, fleeting moments.

When Cataclysm was announced, the developers made a note that they were going to try to work Spirit Link back into the game. It was a spell a lot of players were excited about and wanted to have in their arsenal. It was a promise to give us something we didn’t have, a defensive cooldown. Shaman throughout the community came up with various ideas on how to balance it and let it come back to the game. I was included among that number. Alas, it was not meant to be, and Spirit Link has drifted off without much of a word about it from the developers.

After lamenting the loss of the spell, I came to a realization. I’ve been healing through the beta both in dungeons and raids and not once did I ever say to myself  “I wish I had Spirit Link right now!”. That exact phrase I muttered to myself at least a dozen times in Wrath. But looking at the way Cataclysm is designed, it is now impossible for Spirit Link to be incorporated into the game. Looking at the damage model for the new expansion it is quite easy to see this. Let me explain a bit here for clarification sake. When I say damage model, I quite literally mean damage model. Everyone is taking damage in Cata. There is rarely instances in a raid where someone is not taking some damage. This is very unlike Wrath, where there were a few fights that had massive amounts of raid damage. Let’s use the new Nefarian encounter as an example. The new fight has you engaging the reanimated corpse of both Onyxia and Nefarian. Onyxia has some fun new abilities including shadow flame (doing her dad proud) and a new electrical charge. Needless to say, she does a ton of raid wide damage. Combine this with Nefarian flying around and summoning adds, throwing his own shadow bolts and you have yourself a recipe for pain.

At no point in this fight would it have been safe to link multiple players together. Simply put, any additional damage on the non tanks would have killed them. Now, almost every fight in Cata is like this. Heroic dungeons feel like raid bosses (at least until we outgear them but still), and raids feel much more difficult. This isn’t a bad thing, it’s just an evolution of the game. Players are more accountable for their own health totals than every before, and healers have a whole new set of concerns. With this new model, Spirit Link just doesn’t fit anymore. Players simply would die if linked together. Now you could argue that a defensive cooldown could be extremely useful here, but Blizzard has done us one better.

Instead of a defensive cooldown, we get an offensive healing cooldown. I’m not talking about Nature’s Swiftness here, but our new level 85 spell, Spiritwalker’s Grace. Traditionally the role of a healer is to indemnify. That’s my nickle word for the day. It means to secure against hurt, loss or damage. By this I mean we wait for people to get hurt, or hurt enough and react by healing them in an attempt to bring their health back to 100%. Most of the new healing abilities for the other healers are more preventative. They stop damage from happening. Shaman without the ability to keep damage from happening are forced to be more aggressive healers. This fits really well with the tools we are given.

So let’s take a look at our new cooldown. Spiritwalker’s grace lets us cast any heal while moving. Let me state that again for dramatic effect here, it lets us cast any heal while moving. This means in those fights (read: all of them) that require us to move, we can pop this cooldown and run-and-gun casting our big heals, like Chain Heal, without having to stop. Mull that over for a second. Pretty awesome right? This gives us not only some added versatility, but the ability to manage that versatility. We choose when to use it, which adds that level of healing skill everyone has been talking about wanting for a while now. Sure, we can’t power word: shield someone, but you bet your ass we can drop a nuke heal while on the move! While other healers can throw shields and HoTs while running, we can cast full blown spells. The cooldown lasts 10 seconds, and only has a 2 minute cooldown. It fits really well with our healing style as well. Shaman are not the healers that sit in the back and chant. We are the healers that charge into the thick of battle to drop our totems and throw fire at the enemy while making our own troops whole again.

Honestly I think this new ability hasn’t gotten nearly enough media attention, as players remain too focused on what could have been. It really is quite awesome, and with it I’m no longer pining for Spirint Link. While I  will always remember it with fondness in my heart, I’ve come to accept that its departure was for the best and to move on. So goodbye Spirit link, it seems to me you lived your life like a candle in the wind, never knowing who to cling to when wrath set in. And I would have liked to have known you
but I was just level 70, your candle burned out long before, but your legend never will.

I think other restoration shaman will start to feel the same as time spent with the new spells comes.

So what do you think? Still miss Spirit Link? Do you like Spiritwalker’s Grace?

Until next time, Happy Healing!

Chakra: Renew is Gone

Note: the tooltips in the quoted text boxes do not reflect the current changes to the abilities they describe.

Since 4.0.1 changes were even announced, I was overwhelmed with anticipation to try a Holy spec. Now, I’ve been Discipline since before Wrath of the Lich King dropped, and I’ve loved the entire playstyle (minus that “bubble spam” thing). When I saw the Chakra ability, as well as the corresponding Holy Word: Chastise states, I started to digitally salivate. I’ve always enjoyed classes that had a wealth of abilities to use (which is why I never rolled a Paladin — KIDDING!!). In the “lame duck session” before Cataclysm, I’ve been experimenting with the new playstyles and adapting to the new juicy mechanics that have been laid out for us. Chakra Heal has potential to be real potent. Chakra Prayer of Healing offers a beautiful and useful “stand in the good” zone, as well as an AoE Healing buff. Chakra Smite has been amazing for farming meat, mats, or anything else for which I need to “nuk da mobz”.

Chakra Renew has been a bit ambiguous to me. I understand that Renew is a very powerful tool in a certain-specced Holy toolbox, but its implementation into Chakra kind of baffled me. Now, I *like* to think I’m a pretty creative guy, but I just couldn’t really see the use or fun in it. Maybe it’s because I come from a Discipline playstyle, but I didn’t see a need to constantly spam renew beyond just blanketing my 10man raid. Well, we were given this nugget of info (thanks MMO-Champion):

  • Chakra no longer works with Renew. No longer costs mana. Sanctuary (Prayer of Healing, Prayer of Mending) now increases healing done by your AoE spells and Renew by 15%. (Old – Only increased AoE spells by 10%)
  • Effectively, they’ve killed Renew’s exclusivity with Chakra and teamed it up with Prayer of Healing, adding in Prayer of Mending, too. You’ll get more healing out of Renew, but remember that you have to activate it with Prayer of Healing or Mending. You cannot activate your steroid-juiced HoT by hitting that Renew key. Patience, grasshopper.

    Because of this change, our State of Mind talent has been altered:

  • State of Mind no longer affects Renew, affects Prayer of Mending instead.
  • Now, I use Prayer of Mending almost always on cooldown out of habit. Adding this into extending that Chakra state will benefit a lot of Priests out there. If the best play for a certain encounter is to keep that Chakra going, I’m not too big a fan of spamming one button to extend it. I think a change like this could also be implemented in our Heal Chakra or Smite Chakra. Only add one additional spell to extend it. Chakra Heal could also be extended by Greater Heal, a spell that we don’t really spam anyways. Chakra Smite could be lengthened by Holy Fire as well, since it’s impossible to spam it while it’s on cooldown. Here’s an image of the new tooltips (thanks, Matticus!):

    All in all, I’m pleased with the change. As it stands right now, I don’t use Renew Chakra as it is and didn’t see much use in the future. However, as would be my luck, I’ll step into that first Cataclysm raid encounter and think, “Man! I wish I had Chakra Renew back for this fight!” C’est la vie.

    Do you feel the alteration of Chakra and State of Mind are changes for the better or worse? Are you going to miss the Renew Chakra?

    [VIDEO] Omnitron Defense System

    Here’s a video of the kill I was a part of when we took down the Omnitron Defense System during Sunday. Special thanks to Blacksen and his guild for allowing me to participate. I wasn’t actually healing at all on this fight. I’m the elemental shaman that’s throwing lightning bolts. It’s a hectic encounter and there is so much stuff going on. Three healers were used for 10 man. It’s a good indication of what to expect.

    Read my writeup on WoW Insider (It should be up sometime around 6:00 AM PST, Tuesday morning)

    The Post Patch Post Raid Synopsis

    Any of you who’s guilds were crazy enough to raid on a potentially unstable patch server with unfamiliar spells minus the luxury of completely functional boss timers, raise your hand.

    Don’t worry, I’m with you on that one too.

    But, I’ll see your instability and raise you short handedness.

    Yes, I was insane enough to try raiding short handed. We started off with 15 at the designated time, but players were still wrapping up patches, addons, glyphs and reforging.

    It felt like the crew we had today was operating at something like 70% strength. Of course, it was completely understandable.

    We were getting our collective butts handed to us by heroic Marrowgar. While yes, we were short two, I felt that a kill was within reach. I knew Marrowgar’s abilities had not changed. It was a matter of being re-familiarized with the encounter and with our new found skills.

    A number of players wondered why I wanted to push hard. We could have downgraded from Marrowgar hard mode. We could’ve called it an early night and give people additional time to get accustomed to the new changes. I don’t know what it was, but I felt driven. I didn’t want to give up. I didn’t want to leave until Marrowgar was taken down. I guess one could say I wasn’t willing to tolerate failure. But that wasn’t it. Another part of me sought validation that this was something we could still do. That come Cataclysm, the grit and determination of taking down bosses will still be present.

    You know what I mean?

    I wanted to see if that spark was still there. If there is one thing that terrifies me as a GM, it is complacency. It is a nightmare of any progression based guild leader. We don’t want people who feel unmotivated or who decide to give up after a few wimpy attempts. I’m not saying its going to happen, but what if we hit a point in Cataclysm where we’re working on a boss and there are no strategies or videos to pick apart? Will we tough it out or call it an early night and wait for some other guild to draw up the plays? That’s not something sits well with me.

    During the Canadian winters, I would always carve my own path in the fresh blanket of snow instead of stepping on trails made by others. That’s a mindset I carry when it comes to my projects and work (as you may have guessed).

    We’re something like 23rd overall on Ner’zhul with our recently acquired ICC 25 drakes and finish at 11/12 HM. My desire is to enter the top 15.

    We did manage to secure Marrowgar in the end and then placed a few shots on Deathwhisper hard mode before it was decided to call it early. I think we gathered enough information on our classes and rotations. We had a better idea of what was working and what wasn’t (like ret paladins).

    Something I need to remind myself is to take a step back and realize that not every player devours patch notes as much as I do. Most of the players in the guild are just as passionate and thirsty for knowledge as I am. But not everyone has the time or the desire, I suppose. I want more players in the guild with the former as opposed to the latter. Sadly, desire to learn and improve aren’t traits I can instill in people.

    All things considered, it wasn’t a complete waste of a night. We got 1 boss down and we know what our weaknesses and strengths are. We also learned:

    • Mages and Warlocks are ridiculously awesome
    • Unglyphed hunters do no DPS
    • Neither do pet-less hunters
    • Atonement is really effective but it requires support from the rest of the healing time
    • Ret paladins got sucker punched
    • So did DPS death knights
    • Overall raid healing shot up which means damage taken must have increased
    • Discipline priests are the Energizer bunnies of healers (They just keep going…)
    • Holy priests (without access to Archangel) just burn through mana insanely fast

    Updated Flexible Raid Lockout System

    **Forgive the slight grammatical errors. I wrote it in a hurry and overlooked the “it’s” that I had written incorrectly. Thanks to those who pointed it out.**

    Up until today, the new 10/25 raid lockout method has been met with praise and condemnation. Most of us have believed that if you started a 25man, you could stick with that 25, or downgrade to 10 on the same lockout. It was thought that you could not “re-upgrade” to 25man. Until now.

    As posted on MMO-Champion today, Bashiok wrote a Blue Post about the new system that we’ll see VERY soon.  As in, 4.0.1 soon. In terms of current raiding, this new system will only be in place for ICC and Ruby Sanctum but will persist through all of Cataclysm. The post itself took a couple times for me to digest it, so I’m going to attempt to break it down for you. (Key word: attempt)

    Its Purpose

    The purpose of this new “Flexible Raid Lockout System”, as opposed to trapping people into raid IDs or limiting their raid potential, seems to allow a more fluid movement through a typical raid week. Before this system, you’d step into a raid, and as soon as you killed the first boss, you were locked to that ID. The raid could sit dead mid-way through, and you’d be stuck. You couldn’t really progress unless you found people from that raid or people that weren’t saved yet. Except for guilds, it would be really hard to continue.

    Its Mechanic

    Each raid, rather than being designated an entire lockout, has a lockout for each encounter in it, regardless of raid size (10 or 25). For Icecrown Citadel, this means 12 “lockouts”. As Bashiok said, they want raiders to have the “opportunity to defeat each encounter once a week.” You are locked out of each individual encounter as you down a boss. A couple things to keep in mind:

    • You cannot enter a different raid where bosses that you’ve defeated are still alive.

    What does this mean? Let’s say you’ve killed Marrowgar, Deathwhisper and Gunship in your raid on Wednesday night. On Thursday, you cannot join a raid of either size that still hasn’t defeated Gunship. From what it seems, that raid would have to defeat Gunship before you joined in.

    • Upon entering a new or different raid, you’re not saved to their “list” until you down a boss. Getting saved to a more progressed raid will lockout all bosses until that point.

    In using the example above, if you’ve killed Marrowgar, Deathwhisper and Gunship, and join a different raid that has the first four bosses, as well as Rotface & Festergut killed, you won’t be saved until you down any of the other bosses alive. If you defeat Putricide with them, your raid breakdown will now say that you’ve defeated Saurfang, Festergut, and Rotface as well (even though you didn’t ACTUALLY kill them).

    • You can switch between 10- and 25-player raids along the way. The above stipulations still apply.

    You can kill the first quarter on 10-man, join a 25-man to kill the 2nd quarter, then finish out the rest on 10-man. We once thought that once we downgraded to 10, we couldn’t upgrade to 25. This obviously is not the case anymore.

    Heroic / Hardmode

    Heroic Mode or “Hardmode” seems to work on a very strict lockout system, where once you’re in, you’re in. I’ll try to bullet-point how this works:

    • If you down a boss on Heroic (in any size), you can only continue to raid Heroic with that specific raid. You cannot change raid sizes and continue on Heroic.
    • If you down a boss on Heroic and join a different non-Heroic raid, that raid cannot upgrade to Heroic with you in it.
    • You cannot join someone’s else’s raid if they’re already defeated a boss on Heroic.
    • If you down a boss on Heroic, then the rest of the raid clears the rest without you, you can still join another non-heroic raid that already has your same bosses down.

    The one problem I have with this is not being able to join a raid with Heroic bosses already down. If my guild starts Heroic ICC without me because I have to work on the first raid night, then it seems like I can’t join the raid mid-run. Is this intended to make it harder and “more Heroic”? Or is this maybe an oversight or misreading of the mechanic?

    —-

    I do like that you can continue to raid if your normal group can’t, but the restrictions on Heroic seem just an ounce too tight. Overall, this really will allow people to raid 25s if they want or can, and doesn’t penalize people for only being able to do 10mans. It in fact let’s them join in on a more progressed 25-man raid that may need an extra body. With it being a little less restrictive than we all thought, I’m really looking forward to seeing this new “lockout system” play out. What do you think? Interesting mechanic? Or too confusing?