Why Healing is fun in PvP

This is a guest post by Sylvara, of the Raging Monkeys. That is quite possibly one of the best blog names I’ve seen so far.

While not playing WoW actively at the moment, the thing I really miss most about the game at times is PVP. Even when I was raiding 3-4 times a week, I would hop into some quick BGs with Era, my personal retridin, on off nights or after raids had finished. PVP has always been a great outlet and a change from PVE healing for me. I have learned valuable things there that have benefited me in PVE over the years and that’s why I have been a bit of a spokesperson for it in our raid guild, together with my BG buddy.

img01I started to heal in BGs regularly in early vanilla. This was the time of PVP rankings where battle groups did not yet exist and players would have to compete against everyone else on the server in order to claim ranks (the threshold of players per rank being limited). At the time I was lucky to chance on a group of like-minded players that, not only founded one of the more progressed 40man raid guilds at the time, but were what I would still label “crazy PvPers”. At some point we had 5 Grand Marshals and 3 Field Marshals in the guild. One GM was a woman and all the FMs were female players too, contradicting the general notion that female players like to PVP less than males. Whenever they had an open spot in their premade, they’d get me in as replacement healer. And though I was also raiding 4 times a week and leading the healers, I got pretty obsessed with PVP for a while before giving up just short of rank 9.

In TBC the PVP system got its huge revamp and when I left my first raid guild, I also left premade PVP in such big a fashion. I am not a fan of pugging, neither on the PVE nor PVP side of WoW, so I kept being part of relatively small groups of PVP-interested players in my next guilds. Somewhere in mid-TBC me and Era started to team up as “pali-priest duo infernale” and have kept going at it ever since, PvPing a lot on weekends, collecting each season’s gear and having loads of great laughs – there are those nights when we’re almost unstoppable.

So why am I actually doing this? Why am I enjoying PVP as a healer? I’ve been reading healer blogs and sites for years, but I notice there’s not an awful lot going on on the PVP side of things. I don’t know if my fellow priests don’t enjoy BGs or if they’re too shy to write about their experiences, but here’s my take on the matter. (I might have to add that I am excluding arenas here, for there are fundamental differences between healing in arenas and healing in BGs. While I’ve also given arenas a go myself, that topic would need an extra post of its own).

The joys of PVP

If I had to name the top 5 aspects I appreciate about PVP as a healer, then it’s the
following:

  1. The frenzy of battle
  2. The teamwork mechanics
  3. The strategic aspect
  4. The different healing approach
  5. The power to turn the tide

I enjoy a good confrontation in games. I enjoy the pressure and thrill of challenge and the big difference between PVE and PVP will always be that player characters behave erratically while NPCs will follow script. Even if you can (and should) expect certain classes to do certain things in BGs, there is always the element of surprise and human error which keeps things interesting and chaotic. This influences the way you need to react.

I have never experienced a stronger team-building effect in WoW like the one you get from playing with the same few people in BGs regularly. If you have a serious go at this, you will soon find yourself part of one well-oiled team machine that knows each other’s next moves blindly and keeps each other’s backs free. The satisfaction of surviving onslaughts twice your number because you’re acting as one unit is incredible. Epic win! Only really hard earned raid firstkills ever compare in terms of adrenaline rush for me.

BGs are all about strategy and if you want to play and win, you will need to learn every individual map’s ins and outs. I enjoy tactical moves like pre-emptive strikes and feints and I have often seen the outcome of a BG turn around because there were just a few people
taking charge of overall tactics.

I mentioned before that I find an outlet in PVP healing. It’s a total change of focus for me and, while I also keep my partner’s butt alive, it allows me to play a lot more ego-centric than in raids, which is thoroughly relaxing. I use different sets of spells and abilities,many of which revolve around my own survival and crowd control, as much as adding some DPS when I can.

There is an immense satisfaction in seeing your team turn the tide, in knowing that your healing and timing were crucial to the overall outcome of a BG. Even if you lose, a good battle is still fun. I admit that it’s even better to win and find yourself on place 1 or 2 on honor gained though – which is often the case for a good healer and his partner.

What PVP can teach you

img02What I tell not only other healers but also ranged DPS in the guilds I am in, is that there’s actual benefits for PVErs to play PVP at least occasionally. Ranged players especially, often suffer from ‘feet of stone’-syndrome (don’t stand in the fire, anyone?) and tunnel vision. It is one of the most remarkable differences between PVP mages, warlocks, hunters, hybrid DPS, healers and strict PVErs: PVPers have to move around almost constantly while performing. Okay, you can just play Alterac Valley all the time hiding somewhere in back row, but that’s seriously meh! If you want to improve on things like movement, situational awareness, reaction time and survivability, then enter more BGs. Don’t go in all by yourself but go as a small team, so it’s not so frustrating when you start. I found that a lot of the automatisms I developed in BGs benefited me greatly in PVE encounters.

Besides these elemental benefits, it will also teach you a lot about other class mechanics, strategic maneuver, group organization and timing.

A few tips for healers

I’ve just mentioned it and will mention it again – try and go in with at least one more person who is playing a non-healer. Pugging while you’re playing a support class is a seriously frustrating and ungrateful job, even if you can throw heals around randomly. As healers we function best in cooperation with others and if you want to experience the enjoyable side of PvP and reduce your number of deaths, find yourself someone that watches your back as much as you watch his. Me and my buddy are usually on vent when we PVP, which is an additional help and source of fun.

You should also take at least a basic interest in things like BG tactics, play style, stats, and gearing for PVP. You don’t need to respec in BGs as much as you do for arenas, but a general knowledge of how to play and which abilities come handy will help you along the
way – and resilience, lots of it. I found most of the info I needed in the past via Elitist Jerks, Arena Junkies and the general WoW class forums.

My last advice to you is to give your PVP experiences time. Be patient and don’t give up just because you’re losing battles and get killed often. Hang in there and you will gradually notice the differences as your team becomes a more coordinated force and your gear gets better. If nothing else, you will have some good laughs with friends and learn to mind your six more in raids. Me personally, I am greatly looking forward to rated BGs in Cataclysm!

Sylvara, Stormrage EU
August 30th, 2010

In Defense of the New Tree of Life

When Blizzard first announced the changes they were making to Tree of Life in the upcoming expansion, the Druid community experienced its own mini-Cataclysm. The main gripe seems to be more about the loss of another “true” Druid form, than it is about the mechanics of the talent. The reasoning behind the Dev’s decision  is that being one of the maybe two capstone abilities for Resto Druids, Tree of Life was pretty boring. Yes, it gave you a new form, but the benefits of the talent in its Wrath iteration read like a list of lower tier talents. Assuming the math supports the Blue’s statements, the reduced mana and increased healing it offers only bring us in line with other healing classes. Not really the huge benefit you expect from a must have talent.

The new version of Tree of Life as it is in the beta, including the recent announcement that the snare is probably being removed, provides quite a few situational uses for Resto Druids, and makes the talent far more useful and class defining than before. First, lets take a look at what the new talent brings to the table:

Tree of Life:

Shapeshift into the Tree of Life, increasing healing done by 15% and increasing your armor by 120% but reducing your movement speed by 50%. In addition, some of your spells are temporarly enhanced while shapeshifted. Lasts 45 sec. 5 minute cooldown. Enhanced spells: Lifebloom, Wild Growth, Regrowth, Entangling Roots, Thorns, Wrath.

Enhanced Spells:

Wild Growth: affects 2 more targets
Regrowth: instant cast
Lifebloom: 2 applications of Lifebloom
Entangling Roots: instant cast and increase damage by 200%
Wrath: cast time reduced by 50% damage increase by 30%
Thorns: not yet implemented

The first change may not be apparent in the tooltip. The 15% increase to healing should be a larger boost than what you are currently seeing in Wrath, due to the fact that Druid healing power is being brought closer in line with the other classes without Tree of Life figured in. Because it is now a cooldown, the healing bonus can have more impact than if it was a passive bonus like the current live version. But the most obvious, and interesting, change is the enhanced spells. Not only do some our healing spells benefit from this, but some Balance spells as well.

Where I think that the new version really shines is how many different uses I can see for it. It truly went from a set it and forget it toggle, to a spell that can give you different advantages depending on when and how you use it. I really see it adding

Playing Catchup

The most obvious way I see Tree of Life being used, is as a way to catch up when massive damage or some other raid situation causes you to fall behind in healing. The ability  to heal extra Wild Growth Targets, complete a 3 stack of Lifebloom much faster, and cast Regrowth instantly, all combine for a very powerful boost to your healing when damage gets out of control. This also seems to apply to both raid and tank healing, assuming Druids are healing in Cataclysm the way the devs have been describing.

Healing On The Move

Druids are already known for being good healers on the move, but this makes us even better. By using this cooldown in high movement situations, you will add Regrowth to your instant cast arsenal, while also increasing the effectiveness of Lifebloom, and hitting more targets with Wild Growth. While the design of Cataclysm raids will determine how often you will use Tree of Life in this manner, I am sure there will be plenty of times that you are the only healer capable of truly healing on the move. This should be a good way to make up for other classes deficiencies in this area.

Damage Boost When You’re Not Healing

One of the design trends for healers in Cataclysm seems to be dealing damage when your not healing. So the bump to a few of our damaging abilities is in interesting touch. Now I am not saying this is an effective use of your cooldown in most raid situations. However, in times in which you outgear content, or in 5 man dungeons where it is not necessary to have the increased healing every boss, this can give us a nice DPS bump. I see this as more of a fun way to use the cooldown, but who knows what Blizz has in mind for the new raids.

Arenas/Battlegrounds

Arguably there is no area of the game better suited for situational abilities than Arenas and Battlegrounds. Where this talent truly benefits you in PVP is with its flexibility. Especially with the removal of the snare component taking away the one drawback that would keep you from using it in PVP. Lots of team members taking damage in a 5v5? Pop it and go to town with your raid healing spells. Someone being focused fired? Use it for the extra boost that can often be the difference between winning and losing. Got that last opponent on the ropes and want to help finish them off? This is a perfect time to cast Tree of Life and spam your enhanced Wrath.

In the end the beauty of the new Tree of Life is all its nuances and flexibility. Find the right time and way to use it will be a challenge at first, but in the long run you will gain far more benefit form it than the current design. As far as the loss of a true Druid form goes: Is it really worth it to lose a great spell, just because we don’t want to heal in our ugly caster forms? I hope the answer for most players is no.

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

Without a safety net

For as long as we play this game, no matter how much changes there are things that will always stay the same. Standing in fire is generally bad (there have been very few exceptions to this and the exception does not make the rule). Cleave and Whirlwind are not things you should stand next to. Don’t break the sheep, and my favorite, always blame the hunters. These are simple truths that we have come to accept as we’ve played the game.

I’ve been spending a lot of time lately in the Cataclysm beta recently. I’ve leveled Lodur to the current level cap 3 times now (once as resto, once as elemental and finishing out the one as enhancement) and some of these simple truths are being expanded and brought back to the forefront. In Cataclysm, the developers have a goal to make healing harder and more involved. Our healing spells hit for slightly less than one would expect and mana is at a premium.

You see, previously healers have had an excess of mana either through large base mana pools, stacking MP/5 or getting high returns from intellect and talents. With mana flowing like water, healers have been able to compensate to a certain extent for players who “stand in the bad”. Now, it does not mean that no one died. There are still plenty of things that will kill a person flat out if they aren’t paying attention, but some feel that the game has become far more forgiving than it was in the days of Vanilla WoW.

By making healing harder in Cataclysm, they are doing something they moved away from inadvertently over the course of two expansion. They are placing the burden of living squarely on the entire group, and not just leaving it to the healer to be the sole life-line. I’m not saying healers shouldn’t be trying to heal, but rather just stating that the game is changing. Let’s break it down to the core components in play here as provided to us by the developers;

  • Mana is a concern for healers
  • Healers will be focusing more on triage
  • Fights will be longer
  • Situational awareness will be a factor again with a lot of avoidable damage
  • It will be less about brute force and more about survival and finesse

That is just the short list, since things are constantly changing in the beta.

Mana being a concern and the focus being more on triage is a big thing. Right now healing sort of devolves into whack-a-mole frantically trying to keep everyone up. Come cata however, healers will have to make judgment calls as to how to prioritize heals in order to conserve mana and maximize healing benefit to the group.

Let me give you an example of what I mean. In the Throne of Tides (one of the new 5 players dungeons in the next expansion) the very first boss has a spout / geyser like ability that she forms underneath her. The tank and melee need to move out of this before the ability triggers, or they take a lot of damage. Healing this, I had the tank and a rogue stay in the “void zone”. The tank and rogue both took a massive amount of damage. The rogue was JUST far enough away from the tank to be out of Chain Heal range so I had to decide to drop the nuke heal on the tank or the rogue. Needless to say I picked the tank. The rogue died immediately after my heal landed on the tank (1.7 second cast time for those interested). Had either the rogue or the tank moved out of the ability, neither would have died as I wouldn’t have had to decide who got healed and who did not. A little situational awareness would have gone a long way here.  The boss also spawns adds that need to be tanked and dealt with. One of the ranged wasn’t paying attention and wound up proximity aggro-ing two of the mobs and he was dead before I could even cast a single heal on him. We wiped it after that and tried again, but you can see how paying attention counts for a lot there.

This same fight, at about the 2 minute mark I noticed my mana reserves getting low. The damage throughout the fight was pretty steady, but people not paying attention caused me to burn a lot more heals than I would have liked. The fight in total lasted about 4 minutes or so, but in that 4 minutes I had burned a mana potion, my Mana Tide Totem and ended the fight with around 5% mana. It was a bit of an eye opener. I was forced to figure out which heal was appropriate for what damage in order to conserve as much mana as possible, and had to make decisions on when it was safe to let the tank take a couple extra hits before casting a heal. Spam healing to keep everyone at max just doesn’t work anymore.  Keep in mind this is a normal 5 man dungeon not heroic, and I entered this with ilvl264/277 ICC25 gear. It was refreshing and scary, but not at all impossible. Now this will likely change in the raiding end game, but I wonder how much. The encounters in normal dungeons are already shaping up to be more involved than being simple tank-and-spanks, and one can only hope that the learning curve for endgame will continue along that path rather than decline. After my first run though it got easier, and I ended with more mana, but that is in part because the groups did everything they could to avoid damage and make my job easier. That in turn made it easier to heal through the “oh shit” moments.

Now, what does this have to do with non healers? Well to get to the point of my post, my guild constantly reminds players to “help your healers out”. This means avoiding the bad (looking at you here defile!). We expect the healers to heal and do their jobs well, but we expect all the other players to help themselves stay alive. Use potions or health stones, move out of fire, run to your linked partners on Blood Queen, stay vigilant and react quickly. This is not an uncommon sentiment, but some people seem to think they can stand in the fire and squeeze out one more attack while the healer keeps them up. In Cataclysm if you aren’t paying attention and don’t react to the bad things happening around you, it is very likely you are going to die regardless of how skilled your healer is. With all this going on, it becomes more about surviving for as long as possible in a fight. After all you can’t DPS if you’re dead right? So this means when you see a Healing Rain or Lightwell going down, it will be your responsibility to get to it as much as it is the responsibility of the healer to make sure it is placed optimally. It means managing your threat to make sure you don’t gank and doing things to keep the damage you take at a minimal level even if it means stopping what you’re doing for a few moments to stay alive. You will need to do it. It really seems to be shaping up to have more individual accountability by virtue of taking away what I like to call the “Healer Safety-Net”.

If the trend continues into raids, healers simply will not be able to compensate for bad decisions or poor situational awareness. They wont be able to heal through all the damage being done. Instead it will take coordination of the entire group, people paying attention to their environment and an understanding that the game has become dangerous again. We’ve gone from killing boars to resurrecting gods. The stakes have been raised and we will all have to adapt.

So remember to help your healers out, because it looks like that safety net is going away.

Leveling a Resto Druid in Cataclysm – Part I

Epiphanize is the co-host of the Raid Warning Podcast and is currently leveling a Druid in the Cataclysm beta as well as playing one as his main.

With two new races to choose from as well as a new, improved leveling experience, there are going to be a lot of new Druids come Cataclysm. From revised abilities, to the new specialization system, starting a new Resto Druid is going to be far different than it is currently in Wrath. In this series, I am going to cover how things have changed leveling a Resto Druid, starting with level 10.

Specialization

The biggest change for low level players is the specialization system. At level 10, you will be asked to choose one of your 3 talent  trees. This is where you will place at least 31 of your talent points, as you can not unlock any other trees until you’ve spent 31 points in your specialization tree. Upon choosing this specialization, you will be granted an ability geared towards your spec, as well as two passive bonuses. As a Resto Druid your granted ability will be Swiftmend. Previously available at level 40,  Swiftmend will drastically change how you heal at lower levels. At level 10, it heals for 204 hit points, costs 14 mana, and has a 15 second cooldown.

Along with Swiftmend, you are also granted 2 passive abilities as a Resto Druid. The first is Meditation, which similar to its  predecessor Intensity, allows you to regen mana at 50% of your normal rate while casting. Your second passive ability is simply called Restoration Druid, and reduces the pushback suffered while casting Healing Touch, Regrowth, Tranquility, Rebirth, and  Nourish. This is similar to the old Tier 1 talent Nature’s Focus, but adds Rebirth to the mix. Even at level 10, I believe Blizzard  has succeeded in making you feel more like a Resto Druid than before Cataclysm. These two passive abilities cost 3 talent points each, with Meditation unable to be maxed out until level 22.

The Rest Of Your Toolbox

Along with these bonuses is your normal toolbox that includes Rejuvenation, Healing Touch, and Swiftmend. This gives you a well-rounded toolbox for a low level healer. 1 HoT, 1 big heal, and 1 emergency heal. I am pretty excited that Blizzard decided to teach low level druids the Swiftmend mechanic, as it is not available to the other healing classes. Overall, it looks like Blizzard is succeeding in simultaneously improving the leveling experience, while teaching Resto Druids how to use some of the more advanced abilities they will need when raiding. Even at this low level, you should start being able to get a good feel for tank healing in 5 mans, as well as have the added benefit of not running out of mana every pull while leveling thanks to Meditation.

In the next part of this series I will be taking a look at the next major leveling milestone, The Looking For Dungeon Tool, and how these changes affect Resto Druids healing low level dungeons.

Cataclysm: Spammable Body and Soul? Sure!

bsspam

Discipline talents got slight revamps. There are two big things that jumped out at me when I logged in earlier in the evening.

  • Soul Warding moves to tier 2
  • Borrowed time returns

Moving Soul Warding up to tier 2 opens up some interesting speccing options as Discipline. Previously, it was thought that Archangel and Evangelism was required in order to advance deeper in the tree (to me, that didn’t make logical sense). Now it looks like Priests have two routes they can go when progressing. You can pick up Improved Inner Fire and Soul Warding to get past (and I predict that being the optimum raid spec) or you select the Archangel and Evangelism combination (useful for either leveling or powering through older raid content).

If Archangel and Evangelism were in the game right now, I’d dual spec into them for sure. Just being able to power through certain farm bosses in ICC or 5 mans gives us a little bit more of something to do. Think being in Icecrown gear and tackling ToC or Ulduar on normal.

Can’t Holy Priests get Soul Warding?

It certainly looks that way.

With Soul Warding at tier 2, Holy Priests will want to snag it at max level. And who wouldn’t? Being able to cast a massive amount of Body and Soul’d shields on assorted players? Multiple sprint buffs? Hell yeah!

But there’s a problem so don’t get too excited about the prospects. As Holy, you don’t get access to Rapture which offers some mana return when your shields get punctured. This means it will be an increasing drain on your mana so you’ll need to Body and Soul your targets wisely. Remember, we’re supposed to be using out mana intelligently in Cataclysm.

All I know is, between Life Grip and Body and Soul, there will be zero reason for anyone to die in a fire now.

Also, losing internet connection at 12 AM sucks when you have a post ready for immediate publishing. Sad panda.