Shaman Healing Talents for MoP – Choose Wisely!

Welcome to part 3! Looks like Shamans are heading into the expansion in the best form since their Ulduar buffs! Let’s take a look at their offerings.

Shaman talents

Matt’s selections

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Level 15: Affects movement of enemies. Nothing healing her but would most likely take Earthgrab Totem.

Level 30: Stone Bulwark totem seems about right. But nothing that screams healing for me here.

Level 45: Tranquil Mind totem seems quite awesome for PvP. Windwalk is another option but the usage of both would be heavily dependant on boss encounters and so forth. I’ll pick Tranquil Mind for the ability to ignore spellcast interrupts.

Level 60: Yet another raid healing cooldown for Shaman since SLT might not be enough going into Mists. Healing Tide totem looks to be the Tranquility look-alike. Don’t discount Fortifying Waters either as 10% reduced magic damage will come in handy (I just don’t know when).

Level 75: Ugh, torn between Nature’s Swiftness and Echo of the Elements. Probably the echo. Would be nice having duplicate shaman spells shooting around.

Level 90: Totemic Projection. Being able to tactically place your defensive totems would be a big asset. Elemental Harmony would be a situational talent in case you need to overload an area with water totems.

It does seem that Shaman are going to go into this expansion with a massive boost to their capabilities. With the additional healing buffs and utility talents, they have become that much more competitive. There are 5 talents here that help with healing (or at least, can be considered defensive minded).

Skills

Some of the former Resto tree talents are now merged into the skills that players can receive as they work their way up in levels. Resurgence, Ancestral Awakening and Tidal Waves are the ones I can see. New 85+ skills have not been released yet. I’m not sure if any information on what it could be has been released yet. Hoping to see an Air Elemental totem though. Not sure what it would do. It could just stand there and look pretty while calling down bolts of healing from the sky healing nearby players and shocking nearby enemies. Probably too overpowered. I’m thinking the Shaman tree is just about as complete as you can get for any healing class.

What say the rest of you?

Paladin Healing Talents for MoP – Your Picks?

Here’s part 2 featuring the favourite class that everyone loves to hate on: Paladins!

Paladin talents

Matt’s picks

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Level 15: Speed of Light. 1 minute cooldown but at least as Holy they have a personal defensive ability.

Level 30: CC abilities. Repentance, but otherwise there’s nothing that directly affects healing here.

Level 45: Appears to be the defensive paladin section. Nothing healing related, but would personally select Sacred Shield. Never know when you might get spiked. Plus it lets you eat a fire once in a while.

Level 60: Leaning heavily toward Holy Shield. Another ability that stops incoming damage relative to your Holy Power? Cool!

Level 75: Acts of Sacrifice. But there is nothing that helps healing here. Clemency does come in handy if you need two Hand of Sacrifices back to back. I guess it could be thought of as another single target CD.

Level 90: I guess it depends how powerful Holy Shock will be at this stage. I can already see Paladins chain casting Holy Shock over and over again on different players after a large AoE hit. Holy Avenger does look attractive for 10 seconds of maximum Holy Power.

Depending on how you look at it, there are possibly 4 abilities you can grab which will help you do your job as healing. The rest of them are pure utility such as the CC. The talents do not appear to be as diverse as the priest ones in terms of healing selections. But then again, paladins fill three roles. Priests have just two roles as they are unable to legitimately tank. Overall not a bad list. I feel as though additional talents could be brought in or modified here.

Skills

Paladins receive a new skill called Blinding Light. It’s essentially an AoE disorient. Now that’s going to be a fun skill in PvP. Can’t think of too many raiding applications for it yet unless there’s additional crowd controllable mobs.

I’m not exactly a regular Paladin healer so feel free to share your insights on your own selections and why you would differ on your picks.

Shaman and Druids coming up next!

Priest Healing Talents for MoP – Which Would You Pick?

Been meaning to do this for a while. Wanted to analyze all the new proposed talents for the different healing classes to see which ones I would choose if I played that healer.

Priest talents

Matt’s choices

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Level 15: Nothing. All various CC effects. May as well go with the bread and butter Psychic Scream.

Level 30: Nothing. All various movement effects. Probably Body and Soul for me in most cases.

Level 45: From Darkness, Comes Light would be my main selection. Depending on the encounter, strategy and positioning, Divine Star would be an excellent alternative. Not opposed to blasting the spell down one direction healing the group.

Level 60: Defensive, personal cooldowns here. Leaning heavily toward Desperate Prayer.

Level 75: Wow. This is the hardest selection to make. I think I would take Power Infusion. Not only could I use it on myself for extra healing speed but in the event I don’t need it, i can toss it onto another player. But Twist of Fate and Serendipity are both excellent choices. You really might not be able to go wrong with any of these choices.

Level 90: This would be the second hardest talent selection to make after level 75, I think. Vampiric Dominance offers the ability for you to splash or cleave heal your group. Void Shift* offers another single target cooldown. Vow of Unity is another modified single target cooldown which gives your healing spells a pseudo Binding Heal effect with the added bonus of redirecting half the damage your target takes to you. Void Shift wins!

* For those who are curious, due to the wording of the talent, I believe that the health percentage swap is only temporary. That is, if my target had 30% health and I had 100% health when I used Void Shift and I healed myself from 30% to 60%, the health pools would reverse again so that my target had 60% health and I would have his health percentage (before being healed for that additional 25%).

If the expansion were to come out today, I would be satisfied if these were the talents that came with it. It really does make you think. In some of these cases, there isn’t always a clear cut answer as a simple strategy change or a different encounter could lead to a radically altered talent choice. The latter talents are designed to really make you excel as a healer.

Skills

Where did Vampiric Embrace and Devouring Plague go? That was the first thing I noticed. Nice to see I get Lightwell folded into the Holy skillset without having to actually spec into it. Train of Thought received the same treatment as well. No word on what our level 85+ skills are. But I think Discipline is receiving the castable Shield past 85 at some point.

My thoughts on the rest of the healers will come later this week!

EDIT: WHERE DID PRAYER OF HEALING GO?!

Did Cataclysm fail?

So, you’ve probably seen a number of these posts around lately, and to be honest you shouldn’t be too terribly surprised. We’re at the end of a cycle, with the last raid tier coming out soon and people already looking forward to the next expansion and the promise of bouncing pandas. The topic lately is whether or not that Cataclysm has failed as an expansion.

I figured the time is right for me to chime in on the topic, and I promise you it will be relevant to the site.

Healing Design

At the onset of the expansion, there were some very bold statements made about healing as a whole. They basically amounted to the following;

  • Shaman are the healing model that all healers will follow
  • Triage healing is vastly more important and mana is a concern
  • healing will be a lot harder and require smart decision making

So, in this regard did Cataclysm succeed or fail? Well to me the answer here is two fold. They both succeeded and failed at the same time. At the start of the expansion healing was definitely harder, mana consumption was much more of a concern and shaman healing really was the model when it came to triage healing. Note how I said at the start of the expansion. There was a bit of a problem though, once you started getting a pretty good head of steam going and gathered your gear the “model” started to fall apart. Spirit levels and regen abilities after heroic dungeon gearing were enough that some healing classes could just completely ignore the healing model. I’m casually whistling in innocence as I look at Mana Tide Totem from a year ago, I assure you. The problem exacerbated itself when some healing classes’ masteries got tweaked, and raid gear started circulating.

At this point, triage healing isn’t really used unless you’re just starting out, and some healing classes are just blowing others out of the water causing a lot of internal debate among raiding groups as to what the best healing setup really is now. Things are shaping up to be better in tier 13, but the healing model through tier 12 I would venture to say hangs at the edge of failure. We’ve been assured that the healing model will remain in tact for the next expansion, but only time will tell if that is true especially when adding a new healing class into the mix next expansion.

Guild advancement and recruiting

The new expansion brought with it the guild advancement system. Guilds earned experience points based on questing and the activity of the guild members involved. The guild was able to level up from level 1 to level 25 carrying various rewards such as XP boosts, mount speed increases and even alchemy patterns for flasks for the entire raid. It also came with some other perks like Heirloom gear helmet and cape slot items, mounts and pets as well as a Mass Teleport and Mass Resurrection. Honestly guild advancement was a huge success as far as adding perks to guilds that get rolling and stick to it and work together. Guild achievements also added nicely to this and added a further sense of accomplishment to a guild in certain respects.

The problem is that the success of the guild advancement system, however, in my eyes became a contributing factor in a problem that this expansion has had that I haven’t seen in either of the previous ones. Stagnant recruiting. Recruiting flat-out sucks right now to be honest. Any losses from people leaving the guild or leaving the game become increasingly difficult to replace. Let us face a simple truth, the game has been around for over 6 years at this point. People are taking a break. Maybe not out-right quitting, but they’re definitely going to start taking some vacation from Azeroth around this time. Before Cataclysm, replacing losses wasn’t nearly as difficult. I attribute this partly to the guild perk system. When a player leaves a guild, they lose all reputation they’ve gained with that guild. They then start from scratch just like with any other reputation when they join a new guild.

So the problem is that a lot of the guild perks don’t kick in unless you’re Honored with your guild. This can be a very unattractive prospect, especially when you consider there is a weekly cap to the reputation you can gain. Not only can swapping guilds be a daunting task on its own, but when you combine in extra things like rep to earn it adds to the heap. So, people are staying put in whatever guild they are in for the most part. Guild mergers seems much more frequent now, where whole groups of people make the commitment one way or another, but recruitment is certainly at an all time low.

Raid design, gear options, and accomplishing goals

This is another measuring stick by which to judge the success or failure of the current expansion. Raid design was a bit different this go around. In Wrath, all of the raid tiers were contained to one single zone. You didn’t have to go from place to place in order to see all of a raid tier.  In Cataclysm, the starting raid tier was divided between not one, not two but three different locations to contain all of the bosses and events. Honestly though, I think that served to make things a little better. Having different locations broke up the monotony of raiding in one single zone for however many hours a week. Some of the mechanics were fun, and the boss fights had the potential to give you at least some challenge. Overall I’d say it was a good tier. It reminded me of Burning Crusade where tier 4 and tier 5 were divided between different zones in different locations, breaking the long dredges through BWL that we were used to at this point.

The use of valor points to purchase tier gear, as well as off set items, was a smart move at first. It allowed a certain gear gating of the content as players had to earn their valor points to purchase the raid gear. Keeping a few pieces as raid drops only also made perfect sense. It eliminated the fighting over tokens at least a little bit, and while it could be annoying have to wait to restock your valor, it served it’s purpose well enough I think. Listening to the developers at BlizzCon it would appear that they too really liked how tier 11 worked out and will be continuing that style of breaking up the raids going into Mists.

One of the goals for Cataclysm was to reignite the fire the propelled the game to 12 million subscribers and get people excited about the game. New graphics throughout the world, Azeroth split and changed. Entire zones looking completely different and completely different starting zones and quests for the races of Azeroth. Well, this was both successful and a failure at the same time. The new starting zones did reignite the flame somewhat, but mostly in people with alt creation.  Some old players did come back to check out the new zones and explore some of the new content, but it didn’t quite have the kick that it originally intended. Subscriber rates pretty much stayed the same, and the number of active toons remained about the same as well. It just didn’t quite have the shakeup that was expected.

So what is it? Success or Failure?

Well, that’s the whole point of this post right? The big question. Is Cataclysm a success or a failure? The answer is honestly both. There are things that Cata did exceptionally well, and things that it fell behind on. To be honest a lot of the goals were pretty damn lofty from the get go. It was ambitious and new things were tried, combined with old things that we knew worked. Not everything was ever going to be achieved just based on the pure scope of the original intent. There were things it did well, and things it didn’t do quite so well. That said it was hardly the failure that some folks seem to think. The content is still there, there is still plenty of value in the game, and for a game that is going to be rapidly approaching the age  of 7 they can boast a lot of good things. The game hasn’t really lost too many subscribers and is going strong. Oh and they still get my money every month, and I signed up for my hear subscription with free Diablo 3 “phone”.

So what do you think?

Firelands Nerf, a day later: Lodur’s thoughts

When we first received news of the incoming nerf, I was already on edge. I hate nerfs. I made it a point to help push my raid teams through boss fights before nerfs. Kael’thas died the night before he was nerfed into the ground. Sadly though, I didn’t get to accomplish this goal with firelands. This isn’t for lack of trying mind you. For the last several weeks I’ve been working with the guild trying to sure up lines and push through the content. I’ve been a busy shaman, to say the least.

So, the day of the great nerf has come and gone, and in the aftermath we’re left looking at what was done. Conquest mounted up and dove into firelands yesterday, and toppled every single boss, save Raggy, in just about an hour and a half. Seriously. Raid started at 9pm est, by 10:30pm we were already looking at Rag. This includes a few breaks to make roster adjustments to get in some new recruits. That’s just insane. We had the numbers, but you have to actually do the content to appreciate exactly how much the nerf bat hit firelands. I’ll be honest at the end of the night, I was quite a bit saddened by it.

Nothing is quite as demoralizing as walking into a raid and just breathing on bosses and having them fall over. While this seems like a bit of an exaggeration, I assure you that’s how it felt. Sure you can still die to mechanics if you don’t know what you’re doing, but it just felt weak compared to a day before. I sat at my computer afterwards and I was just kindda looking at the computer screen and my character. Things have changed, certainly in Cataclysm, but sometimes you just have to sit back and look at it. I mean really look at it.

In ICC, when things were getting “nerfed” we had the option of actually turning the buff off and going about the content as originally intended. It was something that I know my group utilized. We allowed the buff for farm content but turned it off if we had a progression boss or a new recruit we were trying to break in. The point is that we had the option to utilize it or not. I thought it was a fantastic way to go about it. Giving your players the choice as to whether or not they want to get a sweeping buff that helped topple content. After all, as a player I value nothing higher than choice. Choice of what bosses to do, in what order, choice of spec and gear, and honestly choice on whether or not to deal with buffed / nerfed content.

So after the raid and again this morning I’m sitting here wondering why Firelands didn’t get a similar style of handling the nerf. The flat reduction in boss health, boss damage and add health was fairly substantial. Substantial enough that each boss kill felt a bit hollow to me. I would have loved to have had the option to turn the nerf on or off, but as it stood looking at the last boss at an hour and a half into the raid was just a bit much. Mana was not an issue, not even close, I don’t think I used my Mana Tide Totem more than twice the entire night. Healing was such a non issue that for a good chunk of the night we were running 5 healers on a 25 man raid, and even then I spent more time throwing lightning bolts than having to heal. Now don’t get me wrong, I’m not going to stop raiding or anything like that. I’m eagerly waiting for patch 4.3 and the next raid tier. I just felt very contemplative over this nerf.

So a day later what do you think about it?  How did it affect your raid?