Koralon the Flame Watcher: New VoA Boss

Here’s a first look at the new VoA boss.

This what ultimately VoA is going to look like. We have an Earth boss, a Storm (air) boss, and now a Fire boss. I wonder where the Water boss is going to be situated.

Boss abilities

Not sure if there’s official names for them. That video was shot from the perspective of a Warrior (Arms I think).

First ability is the assorted flame patches that drop around. Stand out of the fires.

Second ability is the flame whirl like thing he does where he spins around and unleashes fire in every direction.

Expect this boss to drop tier 9 level loot.

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I’m still downloading the 1.15 GB file right now for the PTR patch. I should be suiting up and ready to go within the next several hours.

Resto Shaman Tier 9 and More!

By now I’m sure you’ve all heard about the tier 9 sets that have been released. Unlike Tier 7 and 8, instead of having two different levels of gear, there are three levels.

Conquest (ilevel 232)

Triumph (ilevel 245)

Heroic Triumph (ilevel 258)

This is kind of nifty. It adds more opportunity for raiders of all levels to gain tier set pieces. There is no artwork for it yet, but you can click the link and check the stats. The big thing here is the set bonuses.

Instant cast
Increases the healing done by your Riptide spell by 20%.
Instant cast
Increases the critical strike chance of your Chain Heal spell by 5%.

These might not seem like a lot, but these are quite nice as it stands. Lets take a look at the 2 Piece. Riptide already seems to have received a little buff in it’s healing come the patch but lets use the value of the Rank 4 Riptide and according to the 3.2 talent sheet, the current rank 1 Riptide

The spell has two parts we’ll make the assumption that the set bonus affects both parts. The spell initially hits for 1604 to 1736, a 20% increase on that 1925 to 2083 on the front end. After the initial heal it places a heal over time for 1670. With the set bonus that HoT becomes 2004 over 15 seconds. While that might not seem like a lot consider a couple things. First it’s an instant heal and HoT for Shamans, never a bad thing. The new ranks for the spell haven’t been released yet (that I can find, if you see them please link them to me) so you can imagine those numbers will be higher. Secondly combine the 2 piece with Glyph of Riptide which increases the duration of the HoT by 6 seconds (or with these numbers should be another 800 healing if my math is right) and 2 piece Tier 8 , which lowers the CD of Riptide by a second and you have an instant heal that places a 21 second HoT on your target, and it only has a 5 second cool down. I can see that being extremely useful. Oh, and it still buffs chain heal on the target by 25%.
Let’s take a look at the 4 piece bonus now. Increasing the critical strike change of Chain Heal by 5% might not seem like a lot either, but you have to keep in mind a couple things. Before raid buffs I’m packing close to 27 % crit, maybe more depending on what pieces I am wearing. I suspect the vast majority of the Shaman Healing community falls between 25% and 30% before buffs (cursory glace at armory seems to support that theory) in a raid environment you can already get close to 40% crit. Adding another 5% to that is just insane, it will definitely increase our throughput quite a bit. It will also work hand in hand with changes to Improved Water Shield which now procs off of chain heal without consuming an orb. This will do wonders for our mana regeneration along with our healing throughput.

The newest item I’m probably most excited about though so far is not the Tier 9 set (while it is nice) but we have a new Totem. The Totem of Calming Tides is, quite simply put sexy. When you cast Chain Heal you have a chance to gain 234 spell power for 15 seconds. That is just nice any way you slice it. Combine that with the increased crit chance and the fact we’ll most likely be packing enough haste to have 2 second or sub 2 second chain heals and I suspect more often then not we’ll have the buff. There is no information on proc percentages yet, but it’s still very early in the PTR.  It should also be noted that this so far does not just affect your chain heal spell power, but your overall spellpower, meaning when it procs Earth Shield, Riptide, our various Healing Waves and even Healing Stream Totem will gain a benefit. Personally I can’t wait to get my grubby little Shaman fingers on this one.

Along with the Tier Sets we were provided information for Badge Goggles andBadge Shoulders. While they are pretty good I just find myself hard pressed to get excited about them. Maybe after the models are released for Horde / Alliance.

The new totem and the Tier set fits very nicely with the talent and spell changes for Shamans in the coming patch, you can read my initial thoughts on them Here.

For those who don’t remember here they are again.

  • Call of Air – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire or Call of Water.
  • Call of Water – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire.
  • Call of Fire – Simultaneously places up to 4 totems specified in the Totem Bar.
  • Totemic Call has been renamed to Call of Earth -     Returns your totems to the earth, giving you 25% of the mana required to cast each totem destroyed by Call of Earth.
  • Tidal Waves has been changed to -     When you cast Chain Heal or Riptide, you have a 100% chance to lower the cast time of your Healing Wave spell by 30% and increase the critical effect chance of your Lesser Healing Wave spell by 25%, until two such spells have been cast. In addition, your Healing Wave gains an additional 4/8/12/16/20% of your bonus healing effects and your Lesser Healing Wave gains an additional 2/4/6/8/10% of your bonus healing effects.
  • Nature’s Guardian now give you a 100% chance to increase your maximum health by 15% for 10 sec instead of 50% chance to heal for 10% of your total health. Cooldown increased from 8 second to 30 second.
  • Mana Tide Totem now has 10% of the caster’s health. (Up from 5 health)
  • Nature’s Swiftness now has a 2 min cooldown. (Down from 3 min)
  • Improved Water Shield no longer consumes a Water Shield Orb when you gain a critical effect from your spells, now also has a 10/20/30% chance to proc from Chain Heal.
  • Ancestral Healing now reduces your target’s physical damage taken by 3/7/10% instead of increasing its armor by 8/16/25%.

Looking at those and looking at the set bonus I’m definitely starting to get excited. I’ll report more on it after I get some time in on the PTR, Lodur is transferred over on the PvE server for the PTR and will be getting some play time tonight after my raid and tomorrow for sure. I’ll update this when I get some more information on how the talents are working and how it feels in a raid environment, particularly hard modes.

What do you guys think of the Tier set and the Relic? Are you going to transfer over onto the PTR and try the new talents out? Are you looking forward to hard mode as a Shaman healer?

Until next time, Happy Healing.

Sig

Symbiotic Altoholism

This is a guest post by Saunder, a Holy Paladin from Non-squishy Heals.

Before I start I guess I should say a bit about myself. I have 2 level 80 Holy/Ret dual-specced Pallys (instance as holy, solo as ret), a 73 hunter and a 58 druid. Well I have lots more, but they are the important ones.

Most of you will be familiar with the idea of Symbiotic relationships. One definition of such relationships is that it occurs where both organisms benefit. I see alts as exactly this sort of relationship.

The hunter was my original toon. I leveled him in the blissful ignorance that comes from not reading about game mechanics, and running instances in the totally blithe knowledge that the tank will *always* have aggro, and the healer will *always* keep you alive. After all, a hunter is DPS so all that matters is how much damage he or she can do, yes?

I then rolled a Pally, and enjoyed it. I liked healing and now my Pallys are unquestionably my mains … Can you have multiple ‘main’s? Anyway … And I found out some rather nasty truths. The first one was that Hunters who don’t manage their own aggro, even at the expense of their DPS are very very unpleasant group mates to have for healers at times. I have come to realise that my play as the hunter has been immeasurably improved by playing a healer. You may ask why – well, now I know that DPS isn’t everything. You need to find ways to put out the best DPS *without* pulling more threat than the tank and, if that isn’t enough, sometimes there is no better thing for the group and the run as a whole than for the DPS to fall on their sword and protect the healer, even at the expense of their own life and repair bill. It’s not what you signed up for, but it *is* the hard reality. Not only have these observations led to much improved play as the hunter, I hope that the number of pug members swearing at me behind my back has decreased markedly. I firmly believe that to be a really effective DPS, you need to play a healer, most likely to a high enough level to run some reasonable instances with pugs and learn some of the mistakes that will keep you on your main, and your group mates, alive and happy longer.

The second truth I found was that of healing priorities. In an instance, your first and foremost role as a healer is to stay alive. That may be a very selfish view, but seriously, how much healing can you do dead? The best tank and group in the world will need heals at some point (ok, with a couple of Blood DK’s or a hybrid class that can step in that may not be an absolute, but you know what I mean) and that means you the healer need to be alive and kicking so that you can provide those heals. (It’s also a pain in the behind to have to keep running back from a graveyard if you are the only one who can res but that is secondary). The next priority is the tank. Obviously anyone who is going to keep the attention of the instance denizens away from you and the rest of the group is a good person to look after. And, in case you hadn’t noticed, healers tend to be high up there on the threat table. Second on a threat table is a bad place to be if the first on the table dies, usually leading to the situation above where you can’t heal the rest of the group as you are dead!

So there it is, Healing Priorities in a nutshell. Now, now, now, before I hear all you DPS baying at the moon for my blood (do feral Druids in kitty form still bay? *grin*), I don’t mean that I don’t heal the DPS, far from it. I will heal anyone in a party or raid, players, pets, mind controlled mobs or whoever but I will heal them after I heal myself and the tank. In a perfect world no-one will die in an instance run, but, with the exceptions of DPS-races where the boss enrage-wipes, the death of a DPS is merely an inconvenience. The death of a tank or healer is often disastrous. DPS need to understand that there are times, and that is particularly true if they do something crazy, that death is inevitable. Live with it, and know that we your healers try to keep it to a minimum.

Then there is the very uncomfortable truth that there are players out there who just don’t seem to ‘get’ it. You can tell them that unloading the full barrage of their uber talents and abilities before the tank has established threat is a bad idea until you are blue in the face and they will not change their ways. Surprising how fast they learn when you let them die as a result of their actions. Explain to them the pain they are causing, then if they don’t learn, just practice tough love. They will, and the group as a whole will thank you for it in the long term.

So on the one hand, playing a healer alt really is a good thing for the DPS classes out there, and as a side effect, obviously, some percentage of you will find that you like healing, thus helping with the perpetual healer shortage. Excellent. I can live with that! :D On the other hand, it is just as valuable for a healing class to play the DPS role. Why you ask? As a healer, you need to know as much as possible that will make your runs more successful. After all, rightly or wrongly, the finger of blame is often pointed at the healer when there are problems. That means knowing the mistakes the other classes are likely to make. It can be a general knowledge such as the hunter example above, or it could be something much more specific. When that particular glow comes from the mage’s hands, for example, a LOT of AOE damage is about to happen, and that, in turn, leads to a LOT of threat. So have the big heal part way throughcasting so that if the mage *does* get aggro you might save them from being one-shotted. For those classes where you have emergency buttons, bubbling a mage in those sort of circumstance is not a bad idea. How cool is it to hear the anguished sounds that the clothies make on vent when they get aggro only to find they are still alive! You get to sit back and bask in the adulation of your peers. Ok, they mostly just grunt at you and expect it, but that’s the life of a healer

Really look at the benefits of the different instance roles. Playing a different role is a big way to get fresh enjoyment and experiences. It will keep it interesting at the very least, and you never know, you might actually learn something and make life easier for everyone around you.

For more great rants (and commentary), do visit Non-Squishy Heals and be sure to subscribe!

Official 3.2 Patchnotes for Shamans

Ok so yesterday I posted what the Devs were saying, but now they are officially up on the forums. Lets see what shamans have cooking for the patch and PTR

Shaman

  • A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
  • All Shocks now have a default range of 25 yards, up from 20 yards.
  • Base health increased by approximately 7% to correct for shamans having lower health than other classes.
  • Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
  • Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
  • Talents
    • Enhancement
      • Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
    • Restoration
      • Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
      • Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
      • Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
      • Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
      • Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
      • Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
      • Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
      • Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

Lodur’s thoughts:

Oh my! We knew about the totem bars, and we knew an increase in health was comming. 7% increase will be very nice for our survivability in PvE as well as PvP

Nature’s swiftness – We already knew about but it’s nice to see it in print

Ancestral Healing – Great googly moogly thats awesome. I have to say reducing incomming damage by 10% that’s just amazing! And it scales ridiculously well with content. I mean Disc priests used to only get 3% from grace.  This change has made me excited (I hope this one stays! think of this with chain heal!)

Cure Toxins: With us having Cleanse spirit this change is kindda meh for restoration Shamans, but really awesome for odd PvP specs.

Earth Shield: More of a PvP buff but still pretty slick.

Healing Way: This is very handy. The change to this talent will let you roll your Healing Wave around a bit and I’m certain more people will use it now as a result. Maybe not much more, but a bit.

Nature’s Guardian: Also more of a PvP fix, but I’ve seen some Shaman pick it up for progression fights, which isn’t a half bad idea. The change to it could see more use esepecially in hard mode fights with lots of raid wide damage.

Tidal Waves: A lot of Shaman I’ve been talking to haven’t taken a shinning to this one yet. Personally I think it’s a great thing. The extra crit will let you get Ancestral Healing out there and its a fast heal to begin with. I like this change.

Improved Water Shield: 30% change to be triggered by Chain Heal is nice. Not losing an orb is even better. There have been too many hectic fights where you forget or just can’t spare the GCD to toss Water Shield back up. This takes care of that and lets you keep it up a bit longer, which will help your overall mana regen.

Chain Heal: We new the increase in range as well as the lower number on the healing reduction, but seeing it there is a comfort for sure

I can’t wait to test these out!

*edit*

I forgot to mention the replenishment nerf.

Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

Also at the same time MP5 gear will be getting… more MP5

I do <3 me some MP5

Who wants to do some hard modes? What do you guys think so far?

I’ll update this post as needed, but until then, Happy Healing,

Sig

  • Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.
  • New Shaman Changes Announced!(updated)

    Well we talked about it durring the Shaman Q&A recap here. At the time they were talking about revamping the way totems are handled, and well some news has just come up to shed some light and detail on the new design.

    Nethaera Chimed in an official blue post:

    There comes a time in all shaman’s lives when they must learn to harness the power of nature and wield powerful totems. As they grow in power, so do the opportunities to use these instruments of healing, protection, and destruction. In the upcoming content patch, Call of the Crusade, the shaman will be able to quickly place totems of each element, aiding them in managing these powerful focuses of nature.

    We wanted to provide some insight regarding the upcoming shaman-specific interface addition, the Totem Bar. Shaman will be able to utilize this new bar to manage their fire, earth, water, and air totems in a more accessible and convenient way. This bar will appear on the left-hand side above the standard toolbar, similar to warrior stances or druid forms. The bar contains space for four totems of the player’s choice, one of each element. Clicking the respective button will drop that totem. To the right of the four totems is a button for Totemic Call, which we have renamed Call of Earth. To the left of the four totems is a new ability named Call of Fire which will drop all four totems on the bar at once. The mana cost is the same as if the shaman dropped all four of the totems one at a time. However, it takes but a single global cooldown.

    Questing shaman will be able to quickly move their totems of choice forward, while a shaman in an instance, Arena, or Battleground will be able to replace their totems if they have to move or if the totems are destroyed.

    Shamans will also be able to customize their bar to set Call of Fire to drop less than four totems if they choose. Access to this functionality is made available at the same level as Call of Earth (currently level 30.) At higher levels, Shaman will gain two additional spells, Call of Air and Call of Water. These function exactly the same as Call of Fire, essentially giving the shaman three different sets of totems that can be placed at once. New key bindings will also be made available for all of these slots.

    As with all new content under testing, we want to caution players that, as a new part of the interface, there may be additional changes during the period of the PTR until the release of the Call of the Crusade content patch. We look forward to constructive feedback once it is available for testing.

    This is FANTASTIC news! First of all it should be noted this is something many many players have been suggesting for a number of years. The “stance” bar for totems should provide a nice, neat way to keep them organized. On top of that not only do we get our promised ability to drop all our totems on one cool down but we get THREE sets. Call of fire, Call of Air and Call of Water. This means we can swap from casting say our standard caster totems, to melee to even PvP.

    I’m already making plans for what mine are going to look like if we get them and baring any totem changes. Tentatively I’m looking at the following unless they do revamp all the totems drastically.

    Call of fire (caster) Stoneskin Totem, Flametongue Totem, Healing Stream Totem, Wrath of Air

    Call of Air (melee) Strength of Earth, Healing Stream Totem, Windfury

    Call of Water (utility/pvp) Tremor Totem, Cleansing Totem, Grounding Totem.

    I look forward to being able to run in after a tank on a fight like hodir, hit one button and then run like hell out of there and start healing right away!.

    Not to be left in behind, Ghost Crawler himself pops up and has a few things to say about Shaman healing as well.

    GC:

    We have changed Healing Way to work better with HW and we have changed Improved Water Shield to also work with CH. We also dropped the cooldown of NS to 2 min so that you can HW more often. We’ll try to make a post of all of the Resto changes soon.

    Improved Water Shield procs will not consume Water Shield charges. The tooltip says something like “as if you had consumed an orb.”

    Oh my!

    Nature’s swiftness dropping a full minute off of its cool down is really huge, Chain Heal causing Improved Water Shield to proc is very nice as well not to mention that Improved Water Shield will not consume an orb. That’s really really good news!

    I think this is a step in the right direction. They are beginning to look at our healing and are trying new things to tweak us and bring us up a bit in mana conservation as well as throughput. I’m excited to see these hit the PTR and I look forward to seeing what else they have in store for us!

    So, what do you guys think so far? What other changes do you expect?

    EDIT:

    ANOTHER HUGE change

    GC says

    We have changed these spells for 3.2. And yes, there are some other changes. The main buff to Chain Heal is likely to come in increasing the jump distance to 10 yards and buffing the amount of healing decrease with subsequent targets to 40% down from 50%. CH, HW and LHW should all be doing bigger numbers when you consider all the talent changes.

    We’ll try to get the full notes out soon, but even then remember that this is a major “new tier” patch and is likely to have more iteration due to PTR feedback than the last few patches.

    OH BOY! Chain heal going to 10 yards and retaining  only losing 40% of its heal!?!? I’m a happy happy happy shaman with this news.

    My fingers are firmly crossed that this happens.