The Body and Soul Spec

I’ll admit, I’ve always dismissed Body and Soul as an odd talent that had little to no use in raids. Players should be able to run out of anything dangerous on their own or with the aid of a boot speed enchant if they’re slow. As such, I’ve never really considered it at all.

But ever since that Power Word: Fail round table event held by the Raid Warning guys where Aliena, Derevka and myself chatted, I had to reconsider. Have I mentioned that they’re my personal favourite podcast crew to work with?

The spec

Here it is (14/57/0)

This is the one I’d use as it has many of the traditional elements of a Holy spec. You can shift your points around from Empowered Healing, Blessed Resilience, and Test of Faith accordingly based on your own preferences. Personally, I favor Blessed Resilience but that’s because I’m aware of what kind of an effect it has. You may prefer Test of Faith for the extra throughput (even though it is conditional). If you’re not a Flash Heal or Greater Heal type of player, you might opt for full points in Blessed Resilience and Test of Faith. Anyway, that discussion is for a separate post entirely (hopefully soon assuming Derevka has spare time at some point).

Why would you ever use Body and Soul?

For me, I’ve discovered that it has extra utility in progression fights. The talent a minor run speed increase for 4 seconds which is enough to give players a quick boost when running away. When learning fights for the first time, I often use this at specific times.

In an extremely high level raiding guild, I would argue that this talent is unnecessary. Players can easily handle movement fights and do not require the aid of extra sprint abilities to escape hostile spells. It’s just not necessary. Connections and computers are at peak efficiency resulting in near-zero lag. Situational awareness is so high that players will move without realizing that they had to move.

But not every guild is like that. Not every raid can perform like that. For me, I need to look at every possible edge I can utilize in an encounter. Nothing frustrates me more than a player who is unable to outrun a Sindragosa explosion, or a Necrotic Plague on Lich King or any number of other abilities because of technical problems. Doesn’t matter how good the player is as bad connectivity connections will almost always negate that. I can’t make everyone’s connection super awesome. I can’t magically snap my fingers and create 102 FPS conditions. The next best thing I can do is cast a spell that’ll make people run quicker and get them out of dangerous situations faster. I may not be able to account for lag, but I can at least function as a safety net and buy an extra second or two for that player and help them live when they otherwise would have been lost.

Just keep in mind that it might annoy your Discipline Priest. 

Anyway, it’s largely used on progression fights to help “smooth” things over until a fight “clicks”. You’re giving up potential throughput for increased (but selective) movement speed which comes in handy for heavy movement bosses. Plus it also makes the run back from wipes slightly quicker and I know I won’t be last back! Go ahead and give it a shot. Let me know what you think.

Mixing it up a bit, musings of a mad shaman

The question was thrown out there a long time ago about how to re-invent the healing wheel so to speak. Right now the way healers work is the way they have always worked in pretty much every game I can think of (There are exceptions but they are far and few between). Healing has mostly been centered around the consumption, preservation and regeneration of mana or a similar in concept consumable resource. Since DnD (magic points), Magic the Gathering (mana from lands) etc, when you wanted to heal something you used your resources to cast the spell to heal the target. The concept of mana at this point is quite pedestrian.

The idea though is something that you can’t really change. Its is a rock solid equation. Spend x to get y, changing some form of consumable resource into healing or health. So my thought is this, why try to reinvent the wheel when you can just paint it a different color?

So how do you change things up? Well to be honest it would not be that hard to implement different ways to heal.

Change resources

One of the simplest ways to change the healing game is to change the resource with which a healer spends to heal. Like we said, mana has been done to death in about every way possible. Altering the source of ones power makes perfect sense.

Lets take for example a Paladin. Paladins in tradition mythology are bastions of willpower and determination. Characters in stories that lead in martial prowess in the protection of others while channeling divine gifts to heal the weak or cow the masses of the enemy horde before them. These cavaliers could very easily be represented by that very concept, willpower. A diminishing resource that regenerates on it’s own. It can easily be done similar to how a rogue’s focus works now in WoW. It would make things a bit more interesting I think, and it would eliminate the need for mana pots, replenishment and MP/5. More importantly it changes the flavor of the class making it more interesting to some. This change could also facilitate further role playing opportunities.

You can see why this would be desirable for many people and the mechanics would be easy to work out.

Please also understand paladin was just a random choice here it could work for many other classes.

Change the way you earn those resources

Another way you can mix things up for healers is change the way they earn their consumable resource. Think of it this way, right now you just have mana right? You replenish it over time (and it is never really explained how which honestly I think it should be, but that is a post for another time.) you can regen it through MP/5, through the replenishment ability or various other class abilities. But you don’t really earn them right? What if you change the model to include having to perform certain actions to generate the power to heal. This concept is not anything new and can be found in various other games such as Warhammer Online and Lord of the Rings Online. In both games you perform various tasks that supply you with the power to heal.

Joe’s solution and example

The fundamental problem with any class that uses mana or any consumable resource in any game is that eventually that resource runs out. When the resource runs out two things happen.

  1. The class functionality essentially ceases to exist. Without that resource there is nothing left for you to do.  You have to either use an external source to replenish that resource or wait for natural regeneration to give you enough of the resource to continue on. In WoW think of going OOM and having to drink, use mana gaining abilities such as mana tide totem or evocation, potions or innervates.  MP/5 also counts as an external factor.
  2. When a support classes functionality ceases, it factors towards the termination of the groups momentum. In WoW terms this is akin to waiting for the healer to have mana before being able to continue on with whatever group task is.

What some people don’t know is that I am an amateur game designer by desire. It is what I want to do with my life, I want to make games. Currently I am in the middle of making one game, with another planned after. If you’re interested in details on it. I will be updating about it more frequently on For The Lore’s website . What this means is I think about these things a lot. I am a gamer after all and I want other gamers to like my games when I make them right? So balance and renovation are always at the forefront when I’m making decisions.

In one of the games there are a couple healing classes. And I thought back on all the games I have played and participated in and thought about how I could mix it up and I came up with a couple answers.

To me the overarching answer is hybrids. I’m not saying you should get rid of pure healing classes but hybrid classes are an easy way to eliminate class functionality black holes. They are a pain to balance, but the reward is always worth it. Now I know when you think hybrid probably the first thing that comes to mind is the various classes considered hybrids in WoW (Paladin, shaman, priest, druid and DK). Truth is while those are hybrids, they are not true hybrids. To maintain full functionality for hybridization you need to completely respec. While this is more true in some cases than others it is what keeps them from being “true hybrids”.

To me a hybrid class is one that can flow between multiple roles seamlessly and without respeccing. Perfect examples of this can be found in Warhammer Online (Battle Priest) and Lord of the Rings Online (Rune Keeper). Both games have hybrids that fill both roles period. No respeccing, no hassle. The mechanics of these vary, but you get the idea.  So I’m going to share with you a little bit about two of the healer hybrid classes I have come up with for one of  my games.

These will be short descriptions of each just to give you an idea, more in depth write-ups will be available on for the lore in class descriptions as I complete them.

Monks of zhi bde

The monks of zhi bde are peaceful in nature, tending to the weak and sick with care and gentleness. Their monasteries can be found throughout the land and all who seek shelter or enlightenment are welcome. The monks of zhi bde are however not blind to the world and know that daemons and men can often be found lurking in the shadow wishing to cause harm to those weaker than themselves. The monks have honed their fighting skills to defend innocents from both arcane and mundane threats.

Monks of zhi bde are tireless defenders of the weak. Through use of their sigils and martial arts  they are able to take the fight to those that threaten the innocent while still supporting those they fight along side and those they protect. As they focus, they generate Ki that can then be released to heal the wounded.

In game:

This is a Healer/ DPS hybrid. The class revolves around a basic mechanic. As the monk buffs party members or attacks enemies through use of sigils and chants (a definable resource) they generate Ki(a second definable resource). That Ki can then be used to cast various support spells.

The sigils and chants are renewable and regenerate over time as they are used, Ki that is generated from the use of sigils and chants does decay over time if not used.

The idea is to keep the class mobile, always able to do something, whether it is buffing the party, attacking an enemy or healing the idea is to reduce downtime and keep the game moving allowing players to experience more of the game without having to stop and recuperate.  There are non combat uses for the sigils for those that wish to purely heal in group environments.

This is similar to the model WoW has put in place with DK’s  runes and runic power. Honestly it’s a great idea that I feel would benefit well the hybrid healer.

Field Medic

Where there is conflict and war there is suffering and death. For every army there are those that seek to mend the broken and save lives. Trained in both the arts of healing and the ways of war they stalk the battle field attempting to make their way towards the wounded, often fighting through enemies to get to their target. When confronted by an enemy they will fight with a martial prowess of a seasoned soldier in both melee and at range.

Each action is a measure of control that feeds into the field medics movements as they build momentum.  Every army boasts a slew of field medics, but some serve no nation preferring to sell their services to the highest paying adventuring party or seeking glory.

In game:

This is a DPS / Healer hybrid and it is a true hybrid. They earn momentum which can shift from offense to defense. For example the more healing they do, the better that healing becomes but their damage dealing abilities are reduced. The more damage they do the better that damage becomes but the weaker their support and healing becomes. When the player shifts gears their momentum swings to the other extreme. When they stop casting all together their momentum is reduced to a state of equilibrium.

Instead of traditional consumable resource, the effectiveness of the class abilities is the commodity payed along with the cool-down of abilities. This is also used as a balancing point for the class as peak performance for either role is back loaded.  This gives players free choice in the middle of an encounter to switch gears as needed and creates a more dynamic game play. While a field medic fully engaged in combat may be keeping up on DPS they are not removed from their ability to heal. It simply doesn’t heal for as much as it would if momentum was in full heal mode.

This is similar to how rune keepers function in LotRO

Again these are rough ideas that will change as I work on the game, but you can see that my intention is to spice things up a bit for healers, and give some options to hybrid players. Again I’m not advocating the removal of pure healers, just offering up ideas on how to shake things up a bit and maybe make things a bit more interesting. It ultimately is still spend x to get y, but x is sometimes time and cool-downs, sometimes another resource entirely.

How would you mix it up if you were tasked with changing the way healing was done?

That’s it for today, hope you enjoyed my musings. Until next time Happy Healing!

Blizzard – “Let healers DPS?” Good Idea?

Can you hear it?

There’s a gentle hum in the ether. It’s a grinding of cogs and a rattlin’ of nuts and bolts. It’s the sound of the WoW developers thinking about us healers. Yay, they’re showing us some development love! Ah, but this time, they’re thinking about getting us to DPS. Wait, wut? I’m a healer, not a DPS! That’s like the antithesis of healer, right?

Well, that was my first thought when I read Ghostcrawler’s musings, over on MMOChampion. I’m not going to regurgitate the blue tracker verbatim here as you’ve probably already read it, but for reference the basics are that the devs are thinking about giving us healers some DPS utility. It sounds like their current plane of thought keeps healers away from having a duty to do X damage in a group setting but enables them to do some damage if they want to. That is, enabling us to damage things might make things a bit faster for the group in a Heroic, say, or fun for us if we fancy it.

Of course, this is all speculation at this stage, and there’s nothing  concrete now or definitely going to happen in the future. But if it is an option then it got me thinking. How would I feel, as a healer, about having new and improved DPS options?

The power! Now that you mention it. I mean, we don’t know any details of how much damage they’re thinking we might be able to do. But come on – having your group’s cute, fluffy priest patch the team up and then turn round and smite ye monsters seems a bit well, Heroic. The fluffy priest would be worth the utility of two single-role players. That sounds a little over-powered to me, or at least like a back-door into Hero class status. “Uber-healer” perhaps.

I’m sure the devs have already thought of the potential of too much power, too much utility. Powerful healer class also able to kick out a believable impression of another role? Surely not. So perhaps we’re going to see some kind of power trade-off. A glass ceiling on our healing capabilities to make room for DPS utility, so we’re not too good. Perhaps that ceiling will even be customizable, so that you can decide how much or little you fancy being able to DPS – in return for being a slightly less capable healer.

I wonder whether this could lead to a whole new breed of hybrid. I’m not just talking about a hybrid class, or role, made by Uber healers – although that could happen, exponentially more if it were to be customizable. I’m talking about a hybrid player type. I’m willing to bet that not all healers want or much care to be able to DPS. I know I don’t, for one. Personally I think that healing classes should be about restoring health, not subtracting it. I also think if that’s what the class’ or spec’s lore is centred around, a lot of healers might have a problem with doing damage. Mimetir herself would, as tree. Zap the enemies? No, that’s what lazer-chicken form is for.

Saying that, I’m sure it’d be fun for some healers, and there are probably healers all the way along the spectrum from “meh” to “w00t laz0rtree here I come!”

Either way we’re getting into the battle-lines drawn up between “spec ret if you want to DPS” and “healers should contribute as much as they can”.  Both are fair sides, and the latter gets me thinking about mechanics. An Uber healer putting out twice the threat to usual? Think of your holy pally dropping some huge heals and then nuking the mobs with something suitably vengeful. That’s either going to be one dead Uber-healer, one twitching tank or one game play mechanic in need of serious tweaks. So that the players don’t, you know, break.

Not to mention the brief fate met by a PvP mage who’s missed the patch notes and has just met his first Uber healer in Warsong Gulch. Or team of them in the arenas. I know I wouldn’t be amused if I was that mage, particularly if I then found the battlegrounds were overrun by these new Hero classes. Oops, Uber healers.

It also occurs to me that whatever it does or doesn’t do to healers, cataclysm does bring with it a drive to get us all to start new characters. Do we really want the capital cities to be filled with fluffy but overpowered priests months down the line? Imagine the looting.

So what do you think? Do you want to be able to DPS as well as heal? Do you see any problems with the idea? Or do you have anything you’d really like to see done with it?

This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.

Your Alt In Our Guild, My Shaman In Your Hands

arthursseat

There are now two Mimetirs.

She’s now also a male Tauren warrior on Argent Dawn (EU). This might sound like a bit of a break with the beaky tradition but it’s not too much of a stretch for a character who’s named for her ability to mimic other creatures. Being a warrior still makes her a birdbrain, after all,.

Why am I telling you this? I thought I’d share a happy occurrence with you. On Tuesday I heard (thanks Jaedia!) about Single Abstract Noun (SAN). It’s a community guild on Argent Dawn (horde side for EU, alliance side for US) open to anyone in the WoW blogging community, be ye a reader or blogger.

So, I’d like to thank Tamarind, Miss Medicina and crew for having the idea and setting it up – great thought, guys. I think the full story of how it came about – and the guild policies – are here (EU) and here (US).

The guild roster is already astonishingly long and guild chat on Tuesday was moving so fast it was almost impossible to keep up with, which was good to see. Not only that, it was lovely to see a whole load of warm welcomes when new folks signed up. So, if you’re in any way related to the blogging community – and if you’re reading this, you are – I think I’m right in saying that you’re welcome to roll an alt and join up, See moo there!

In other news …

meet my shaman, Ape. He quakes in his boots when he visits the badge vendors at the moment. At this rate he’s going to give all his frosties to the bartender at the Legerdemain in return for calming, calming wine. In the name of fun – and of my shaman’s sobriety – I’ve decided to put his dilemma to a vote with you guys.

winechoiceiseasier

You know how it is when you’re browsing the vendors in real life. You’ve tried various shinies on by this point. The blue top is only worth it if you get the new jeans as well. The stripey top only really works with some outfits. And the wristlet – well, it’s small and will put an inappropriately sized crater in your purse but then it is really shiny.

It’s easy to get in a tizwaz about upgrades to your wardrobe. Particularly if those upgrades have stats on them and it’s not just the colours that you’re trying to match to the rest of your outfit.

That’s how my shaman feels when he’s trying to decide which upgrade to buy next. I’m trying to decide whether to go for minor utility upgrades or to do what I think most of us should do more and say “dash and poppycock! I’m going to do the fun thing.”

I’ve seen and heard a lot of discussion about the various tier 10 set bonuses, and the sets themselves. I’m not going to ramble on about them here except to say the 2 piece tier 10 resto shaman bonus is nigh essential.

I will give a brief synopsis. Ape was in a mixture of 232s and 245s when he hit ICC. Several things were sorely in need of being upgraded and stats in need of being rejigged. To that end:

  • I needed to upgrade chest and hands badly. My research dug up some info on the cloth 264 gloves and chest being somewhat marvellous, so Ape dilligently saved up for those first
  • I examined and cross-examined the resto tier set and decided that I generally wasn’t very impressed with its individual pieces given my gear setup at the time
  • Obviously I needed to get the two-piece tier bonus so i decided that head and shoulder pieces were my best bets
  • I could also do with a new trinket (and belt). I’ve been running ToC25 and ICC25 as often as possible but haven’t once seen the relevant shines from them
  • My guild does more 10 man content than 25 at present due to time constraints

At the moment I’m torn between three new additions to my outfit for different reasons.

I have 78 frosties saved up.

I’d like your opinion on which of them I should go for. I promise that whatever way the vote goes, that will be what I buy next – feel free to keep an eye on WoW-Heroes for confirmation. The options are:

  1. I bite the bullet and buy the Purified Lunar Dust. Happily, it’ll solve the trinket issue. On the other hand Murphy’s Law says I’ll then get Althor’s Abacus and/or Solace of the Fallen quicksmart thereafter.
  2. I save up for both the tier helm and tier shoulders and then buy them together: basically buy the set bonus, as neither item on its own is that much of an upgrade over what I’m currently wearing
  3. I buy the shoulders now even though they’re a next-to-nothing practical upgrade. Why? Because I’ve heard about the shoulder-shoveltusk animation and I think it sounds really quite fun. I know, I know, small things. The catch here is then deciding which of the other options to pursue after the shoulders have made my day.

As a fourth, ugly-duckling type option I could say dash it all, and go for the somewhat-shiny but not-critical-upgrade Waistband of Despair.

So what do you think – what should I go for? Cast your votes now! Feel free to either just post a vote or go as in depth as you like. Either vote here in the comments page or tweet @Juddr, voting closes on Monday or so.

This is a post by Mimetir, a druid of a raidleader on The Venture Co. (EU). You can find my twitter feed here.

Article images originally by Daniel Coomber and littleREDelf @ Flickr

Discipline’s Tier 10 4-piece Joke

Haha!  Hey!  Hey!  I got a great one for ya! 

“What do you call a 5% buff to Power Word: Shield?”

“Insignificant.”

Wait!  I got another one!

“Name something fun, interesting, and awesome that gets replaced by something as mundane as a bowl of rocks?”

“The Priest Tier 10 4-piece Set Bonus.”

Let’s bring everyone up to speed.  Not all priests are at a place where they can experience, or even look forward to the set bonuses of the current tier.  The current Tier 10 4-piece is as follows:

Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

Avalonna at talesofapriest.com has a great write-up of how beneficial this was to Holy Priests.  Now, I have very little knowledge of Holy, since I’m primarily (and almost solely) Discipline.

From a Discipline standpoint, this was amazing as a tank healer, or even a Discipline raid healer.  Follow me on this one, as it’s my first attempt at something resembling theory-crafting.  I apologize in advance if my numbers are off a little bit.

The “Math”

Penance is 16% of your base mana.  You get 3 pulses of healing.  I can crit all 3 for ~14k.  Flash Heal is 18% of your base mana.  With Glyph of Flash Heal and Improved Flash Heal, it’s less.  I can crit and get about ~9k (with a 3-stack of Grace).  Penance is relatively cheap, and heals more than Flash Heal.

With full raid buffs and the Borrowed Time proc, my Flash Heal cast is ~1 second.  With Glyph of Penance, the cooldown is down to 8 seconds (thanks to the lovely Penance nerf we had a while back).  So, you’re telling me I have a chance to reset an 8 second cooldown with a 1 second cast?  Yes, please! 

Not to mention that Avalonna also points out in her post that this Flash Heal! proc doesn’t have an internal cooldown.  It’s possible that you can have a string of Flash Heal -> Penance -> Flash Heal -> Penance -> etc. etc.  Even without worrying about Grace, this becomes pretty powerful. 

The Fun

When I was first looking at the likelihood of getting my Tier 10 set, I was salivating at the mouth for a cool and interesting 4-piece bonus.  Look at what we’ve had in the past:

Tier 7 – Reduces Greater Heal cost by 5%. (Discipline doesn’t really utilize this in most circumstances.)

Tier 8 – Casting PW:Shield grants 250 spellpower for 5 seconds. (Obviously useful for Discipline.  Kinda “meh” for Holy.)

Tier 9 – Increases Divine Aegis and the initial hit of Empowered Renew by 10%. (Blizzard gets the idea to involve both specs.  Still, marginal increase.)

So finally, we get a Tier bonus that’s interesting, challenging to work with, and it gets tossed under the bus.  If it was deemed overpowered, a simple fix would be to either shorten the window needed to cast the Flash Heal, or reduce the chance for it to proc to less than 20%.  I feel that completely redesigning it was a bad move on Blizzard’s case.  People need to understand that this game is organic.  I personally enjoy having to tweak my playstyle a bit to get more “oomph” out of my healing.  The Tier 7 set had me speccing into Divine Fury and utilizing a Borrowed Time-hasted Greater Heal for a while.

The Replacement

Our incoming Tier 10 4-piece set:

This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.

Sorry, I just gagged a little while reading it again.  Blizzard has gone the “easy route” and just given us a static stat increase.  As far as Discipline goes, it’s a sad one at that.  Thanks to math from Zusterke, I’m able to whip out some numbers for you.

Let’s say you have 3000 spellpower, raid-buffed or not.  Your glyphed Power Word: Shield will total 8,813 (as of right now).  At 3200 spellpower, it’s 9,177. 

With this new “buff”, those numbers change to 9,254 and 9,636, respectively.  You’re looking at a 441 and 459 jump.  Even at 4000 spellpower, you’re only increasing your shield by 532 points of absorption.  With how bosses and mobs hit, this is hardly worth even considering. 

Even if you’re able to keep up PW:S on the raid the WHOLE time, you’re preventing only ~11,500 extra damage every 15 seconds. 

Hence, this bonus is far from worth it to me.  Dawn Moore wrote up on WoW.com her initial thoughts on the changes.  She writes:

“Still, the buff is exceptionally good. The only problem with it is that so many priests who turned their back on the tier gear for other badge items (such as shadow’s tier gear) with better itemization are now going to be screaming bloody murder.”

I disagree with the phrases “buff is exceptionally good”, “only problem”, and….well, hell, I disagree with her.  I really don’t know any Priests that I game with or interact with in the blog/twitter communities that were against the original set bonus.  If anything, those that were on the fence about the bonus were quick fans once they actually acquired the bonus.  This news of “4-piece hatred” came out of nowhere, as far as I’m concerned. 

Then again, I’m just one person.  It looks like I’ll be going the route of dropped loot, crafted pieces, and off-set badge gear.  This particular Priest isn’t too thrilled about the change.

Other Thoughts:

Lilitharien from Divine Aegis

Bati from Holy Nova NOW!

Miss Medicina’s “To Bonus or Not to Bonus”

How do you feel about it? How does this affect your gearing strategy as you make your way through the content?

Email: elder.thespius@gmail.com | Twitter: @Thespius