Give Me Patch Notes and I’ll Give You Totems!

thehammer

As I’m sure many of you know by now, the PTR is live bringing with it a wonderous amount of changes to pretty much everyone. I’m going to focus today on a few things, Shaman changes and tier 10 set bonus for Restoration Shaman. First let’s take a look at the set bonuses for tier 10 Restoration shall we?

Shaman T10 Restoration 2P Bonus – Your Riptide spell grants 20% spell haste for your next spellcast.

Shaman T10 Restoration 4P Bonus – Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.

Hmmm, interesting set bonus. Two piece gives you more haste very much like how Tidal Waves reduces the cast time of your Healing Wave by 30%. Personally I love haste, and rolling Riptide should be a part of any Shaman’s normal healing arsenal so this set bonus really appeals to me. The four piece bonus is also very intriguing. The wording is a little weird and so it will have room for interpretation. Is it placing a HoT on a target for 25% of the amount healed similar to how Earthliving Weapon places a HoT on the target? Will it give an instant heal for 25% of the total? My moneys on a HoT. Personally I like these set bonuses. I think they are solid additions to our repertoire. Looking at them though we can take a guess at what type of damage we’re going to be seeing… I’m guessing lots of raid damage. Giving us haste, adding an additional heal component to our chain heal this just screams to me tons of raid wide damage (thoughts of Sun Well suddenly jump to mind). Now I’m looking forward to the aesthetics of the set. Hopefully we wont look like a mix between bugs and sand people.

So our set bonuses are shaping up nicely (which is pretty par for the course for us at this point). Lets swing our attention over to the patch notes shall we?

Not much is changing as of yet, of course as you know that may or may not change. For now though here are the bits though.

Orc and troll shamans now have their own unique totem art.

Shamans

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.

I’ll leave the totem art aside for a second, first lets talk about Fire Nova.

This one is… interesting. Basically getting rid of a totem that some of us were using to help with AE damage in fights like Thorim’s arena. It lets us not have to cast a different totem, but instead we can center an AE spell off our current fire totem. This still requires you to run into melee and drop said totem, but it’s a nice touch. I can run in set my totems and then when needed blast out some AE damage to help thing the gaggle of bad guys we’re killing. I’ll have to play with it more, but so far so good.

Now, onto totem art. Orcs and Trolls it has been long overdue that you guys get your own. Lets take a look at them real fast

3.3-orc-totems

The Orc one is pretty gnarly. Not only is it a totem but it can double as an axe! It seems to fit to me.

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Trolls are pretty cool too. Troll fetish hung from the totems looks like the shadow hunter’s totems in WC3.

All in all pretty good job. Now if I may I’d like to take a second to rage about another set of totems. The Dwarf Shaman Totems. Now I know that Cataclysm (or at least 4.0) is a while away, they… bother me.

3.3-dwarf-totem

I understand the concept behind it. It’s a hammer with Gryphon feathers. I’ll be honest though, as someone who is going to race change into a Dwarf Shaman I’m a little disappointed. I mean I can see the correlation between axes and Orcs, fetish masks and Trolls and I can understand the correlation of hammers and Dwarves… kinda. When I was at blizzcon and they were talking about bringing Dwarves into the fold of Shamanism, they mentioned making sure they had unique totems. They said they wouldn’t be kegs (which made us all sad) but that they were looking at maybe rune stones. I look at the above totems and that doesn’t scream Dwarf to me. Had they been chunks of stone with glowing colored runes in them I’d have been content. I mean look at the Draenei’s totems

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They pretty well scream Draenei. They have holographic rings around oddly shaped stone with the element present above it. Even the *Now* Tauren Totems fit their race

totems

So… why can’t Dwarves get something stone related? I mean think about it. They live in the mountains, they have a racial ability called Stoneform, they are known for their Gryphons, but only one clan (Wildhammer) and they aren’t playable, but we hear about is how they are awesome miners. Sure we hear about their forges and smithy’s but I think the totems could be a bit better suited to the race (read more metal/stone and less wood please).

Don’t get me wrong. I’m happy I can finally be a Dwarf Shaman. I’ve wanted to be a Dwarf Shaman for a long long time. I thank Blizzard for that, but that doesn’t mean I won’t weep a little bit every time I drop a set of hammers on the ground. Trolls and Orcs won out with some pretty good totem design and Tauren get to be unique snowflakes again with theirs. Overall I’m happy with it. Giving each race’s Shaman’s a unique totem is a good step. But if Goblin Shaman get cool looking gear totems, I don’t know what I’m going to do. Maybe throw my hammer at them. Maybe cast Wrath of Carpentry.

Although maybe I can rename myself Captain Hammer and invite people back to my Hammer Cave to show them my Hammer….

So what do you guys think so far? Like the new totems, dislike the new totems? Like the set bonuses?

Until next time, Happy Healing

Sig

Images courtesy of Dr. Horrible sing along blog, WoW.com, and WoW guru

Cataclysm Gear Economy

Well, I’m confident all of you have heard by now how stats are being changed around come cataclysm but in case you missed it

Itemization
In World of Warcraft: Cataclysm, there are plans to streamline the statistics found on items. We want to remove all unnecessary stats, make all existing stats understandable, and make all “core” stats more appealing. Here are some examples of such plans.

•MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability.
•Spell Power: Spell Power is being removed from items as well. Don’t panic, we’ll be improving Intellect so that it provides mana and Spell Power.
•Attack Power: We’re removing Attack Power from items as well. Instead, we’re allowing Agility to provide the necessary Attack Power for leather and mail wearers. Strength will provide the appropriate amount of Attack Power for plate wearers. This means leather and mail items will no longer be desirable for plate wearers.
•Defense: The Defense statistic is also being removed from items so that players no longer have to worry about juggling around “the cap.” Tanks will receive the necessary anti-crit from talents, like Survival of the Fittest.
•Armor Penetration: This ability is too confusing and “mathy.” It is being replaced with Mastery, a stat that makes you better at what you do. More on that later!
•Haste: Will also increase the rate at which you gain energy, runes, and focus. Retribution paladins and Enhancement shaman will have a talent that allows them to take advantage of this benefit.
•Block: Block Value is being removed. Blocking will now always mitigate a percentage of damage.
•Stamina: Players will notice more Stamina on gear as Defense, Spell Power, Attack Power and Armor Penetration are removed.

Lots of changes here, but let us focus on the ones that affect us the most. First on the docket is MP5.

MP5 Is currently one of the prime stats for Restoration Shamans, so this change frightens me a bit I’ll be honest. There is just something dirty about the possibility of Mail caster gear having spirit *shudder*. That’s neither here nor there however. This will be the first time that Restoration Shamans will be stacking something for mana regen OTHER then pure mp5. We’ll be getting something like Mediation for all classes. it’s uncertain at this time whether this will show up as a new talent , or if it might show up in the new mastery system that has been talked about (more on that later). The stat will still be present on the character sheet, but will no longer be seen on gear.

Spell Power is also one of those prime stats for us. Expanding INT to be the root of spell power is interesting, but it does make a certain amount of sense. It does offer a boost in spell power right now as well as in crit and it does affect your mana pool size.  Right now we stack it to take full advantage of Replenishment effects. Seeing spell power removed from gear though is going to be interesting in and of itself. A lot of on the fly gear choices can be boiled down to how much more SP it gives you over your current piece (assuming similar stats in other regards). I’m certain that they will add an item to the tooltip noting how much SP an item is worth similar to how Druids see Feral Attack Power listed on items when everyone else doesn’t.

Haste will continue to affect us casters as it does now. Blizzard is happy with how haste worked out for us so you wont see much if any changes there.

Defense and Block, now I’m sure you’re asking yourself “how does this affect us, we are healers?” well I can assure you it does. Changing Defense to no longer be a geared stat is huge, and in my opinion a very welcomed change. I can tell you that there have been several times I’ve pugged a group and found the tank not defense capped, or defense capped but having rather dismal health pool. This change will help alleviate that. By letting tanks get their crit immunity through talents, it leaves them free to gear up stamina. This will also give some added mitigation from block which as it stands is convoluted and a stat that, to my understanding, is largely ignored by tanks.  After talking with my guilds main tank and guild leader, most tanks gear for effective health. As a healer I appreciate this, letting more tanks do this without worrying about losing a few points in defense is a HUGE boon to not just raids, but pugs and heroics as well.

Stamina for everyone! This is good for us as healers, I remember having to have stamina sets for certain fights just to be able to live through certain effects. Those days should be long gone. Effective raid health should go up and through the roof and our jobs as healers should get just a little bit easier. I look forward to not seeing mages and other clothies getting one shotted by some trash mobs *cough* The Descent into Madness *cough*

My concerns though, are for how gear will be distributed. Currently if a piece of Leather Spellpower gear drops, there is not really any question who it goes to. But if we are gearing up for all the same stats, how much blurring of lines will there be? I remember a time when I saw Paladins running around in cloth because it had better stats for healing. I don’t know if we can rely on things like haste and crit to separate that either, as now most of the healing classes tend to stack both (yes some more then others). I’ll be interested to see how this plays out. I eagerly await the changes if nothing else just to see how my gear is going to look before I put it on and look at my stat sheet.
So, what do you think? Excited about the changes? Hate them? Concerns or ideas?

That’s it for today. Until next time, Happy Healing!

Sig

Finally, a Worthy Idol!

It’s no secret that I’ve been less than pleased with patch 3.2. However, last night I finally found something worth cheering over. I realized mid-raid that I had enough Emblems of Triumph to purchase my very own Idol of Flaring Growth. I bought it just before we engaged Faction Champions, and my my. How did I live without this thing?

You see, I’ve always wanted to be able to equip wands like priests do. The druid idols have always been somewhat useful, but much less valuable overall than wands. In general, resto druid spellpower numbers lag a little bit behind priests, and that’s partly due to the wand slot. Gearwise, resto druids and holy priests have become identical in terms of stat allocation on our primary items, and in my mind that’s a good thing. It makes me much less likely to lust over a cloth item, except when no leather equivalent exists.

And now, we get a shiny new idol that gives actual spellpower. The one thing my druid lacks, this idol delivers. How do I feel about more spellpower? Pleased would be an understatement.

This thing pretty much blows my favorite past idols, Emerald Queen and Lush Moss, which gave spellpower bonuses to Lifebloom only, out of the water. I have to say, I enjoy this thing much more even than my days of idol swapping between Regrowth and Lifebloom idols (back when that didn’t incur an extra global cooldown). I’m keeping around my Rejuvenation-oriented idol just in case we ever do Vexaz hardmode, but I plan to make Flaring Growth a permanent part of my healing set.

Let me explain how the idol works. The bonus spellpower effect procs from used or unused tics of Rejuvenation, and it appears to have both a very high proc rate and no internal cooldown. I would compare its uptime to Illustration of the Dragon Soul–which means the item is awesome. Consider it a near-permanent boost. Even if I’m tank healing, I am keeping up one or more Rejuvenations, so I find that the effect is active most of the time. Even in the Faction Champions fight, where I was relying mostly on Nourish, I was able to put out enough Rejuvenations to keep the effect up.

And what, my friends, is the best thing about this idol? Anyone can get it–no raiding required. Just do your heroic daily, collect your modest 25 emblems of Triumph, and get thee to the vendor.

Shaman Tier 9 Aesthetics

WoW.com did a little post comparing the Alliance to the Horde Shaman tier 9 pieces, I’m sure you’ve seen it by now, if not it’s worth the read.

The tier 9 stats are good so far, but I really think they dropped the ball on looks. Lets take a quick peak at them

Alliance:

mmocwow-t9a_shaman

Horde:

mmocwow-t9h_shaman

Just look at them, it’s nothing to write home about. The alliance one though just makes me very sad. If you go back to my old post Why Play a Shaman? I posted a picture of a bunch of  the tier sets up to Tier 7, add in Tier 8 and we’ve had a hell of a good run with some nice looking gear. (with in my opinion one exception, but more on that in a second). I was excited for the new tier set and was interested to see how they would do the faction specific gear. Let me share my opinion with you.

Alliance Set

I’ll be honest. I don’t like it. I’m kind of ok with the helm, but the rest is just…. blah! Looking at the set it reminds me of another odd set we had back in the day, the Stormcaller’s Garb (also known as Tier 2.5).

Here’s a picture of it:

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In a time where Tier 2 and Tier 3 sets were around, this set just seemed out of place. Thats how I feel with Nobundo’s set for alliance. The set lacks anything distinctly “Shaman”, honestly to me it feels more like a Druid set look-wise.

Where is the power of the elements? Tier 1, 2, 3, 5, 6, 7 and 8 all have very obvious signs of elemental power coursing through it. Tier 4 was a little subtle with its touches of elemental power but it was still there (the water orb effect of the shoulders). So you have Stormcaller’s Garb and Nobundo’s gear which both lack anything that is distinctly “Shaman”.  Give me lightning or caged fire! Something! Anything that says “The spirits of the elements flow through me”! The color scheme as well is something that is lacking. Teal, orange and Purples? blech! Give me a color scheme that makes sense! Also, my faction symbol is a lion’s head roaring, why not make it more prevalent then two small icons on the shoulders?

Horde Set

Horde fared much better then alliance here. Very clear Elemental influence, Color scheme is solid with Blues and Reds worked into the metal coloring. Faction symbol dead center on chest (just like the old Tier 2 set!). The set might be very similar to the Cataclysm Set (Tier 5) but I’ll forgive them that because it looks pretty cool still. My only gripe is it doesn’t seem horde enough. Now I’m sure I’ll get flamed for saying this, but to me the height of Shaman gear was Tier 2. That set was amazing, particularly going to talk about the shoulders. Carved Wolf faces with lightning crackling over them? Not only did that scream shaman it screamed Horde (at least to me) I would have liked to have seen some animalistic reference in there. All in all though, much better then the alliance set.

I think this was an ok effort, but I find myself lacking any motivation to wear the pieces. Sure I’ll get them and use them during raids, but I think I might have to resurrect a “vanity” set for general use when not raiding.

How about you? What do you think of the sets? What do you like or don’t like about them? What would you like to see?

Until next time,

Sig

Images courtesy of mmo-champion

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