State of Chain Heal, Lodur’s Thoughts

chain-heal

A couple days ago one of my twitter buddies linked me a forum post that has been going on centered around the state of Chain Heal. Here’s the thread if you want to take a look. I generally make it a rule not to troll the official forums for the sheer amount of flotsam that tends to be present, but I did read it. All 22 pages (at the time of this post). I have a few opinions on this topic (keep in mind this is my opinion), and I’d like to take a moment to share them.

(this will probably be a bit  of a rant. so apologies in advance I just hate gross generalization)

/soapbox

There seems to be a perception that Chain Heal, and Restoration Shamans are broken in general. Not broken in the “DUDE I totally need to roll a Resto Shaman” but broken as in not functioning correctly. I cannot agree with that, not even a little. As a true lover of the class and all it’s faults and strengths, I can honestly say we are better off then most classes and specs. Are we perfect? No, we’re not. Are we broken? Hardly.

In the thread people quote the musings of Mek from Ensidia. I’m going to copy and paste the opening statement from the thread here.

There has been theorycraft showing that CH isn’t as strong as the other options. There have been logs produced showing how shaman are HPS capped. I’m not going to repeat all the data here, because you’ve read every post. Further, you have some of the top guilds putting shaman on spot heals instead of AOE heals or even replacing shaman with other healers for hard modes.

Mek, the resto Shaman from the #1 raiding guild Ensidia, is abandoning Chain Heal in favor of spot healing with LHW/RT.
http://ensidia.com/community/blogs/cause-and-effect.html
Chain Heal cannot compete with the comprehensive AoE healing power of four highly skilled Priest and Druid AoE healers. This is simply because if you compare the relative spell combos they have many advantages.

Vis Maior, a Top 20 US progression guild recently replaced one of their shaman with a priest, because Chain Heal could not keep up. Sixthy, the other resto is spot healing the raid with RT/LHW. His Chain Heal for the raid was 6% of his total heals.
http://elitistjerks.com/f79/t49212-resto_best_practices_pve_healing_discussion/p12/#post1248740
Deconstructor hard mode (25) really made Chain Heal look weak in my opinion. We had a 2nd resto shaman in for a few attempts and CH just flat out couldn’t keep up with PoH / CoH / WG / etc / etc.

Mek and Sixthy are not scrubs that just started playing. They are some of the best players in the world.

While I respect Mek and Sixthy , and appreciate everything they have contributed to the Shaman Community as a whole (this is in no way a shot at them or the OP of the comment above), I cannot agree that Chain Heal fails to measure up to the other AoE healing. I also feel that they are taken out of context quite often and people take statements like “this spell is better in this fight compared to this one” as “OMG SHAMANS ARE BEING REPLACED CAUSE THEY STINK”.  With Vis Maior, pointing out that they replaced a shaman with a priest is fine, but that’s going to have a lot to do with their composition. ( I checked their site they don’t have a raiding roster posted) I did notice they had three Resto Shamans on their members list. Unfortunately I don’t have details as to whether or not they were all raiders, but looking at each toon’s loot page it seems likely they are. I can see that being a problem, not because of the weakness of the class or spells, but based on composition. As a Healing Lead I can tell you, too much of a good thing often turns swiftly into a bad thing, and there have been many nights a raid has suffered from too much of one concentration.

Second thing I would like to point out is quoting that Chain Heal for Sixthy was 6% of his total casts. That’s fine and all but is that one fight? I started going through the EJ post, there is a lot of information there, but all of it is subjective. Keep in mind your mileage may vary. I can produce WWS that show Chain Heal being 50% of all healing done, doesn’t mean it’s a “God Spell” by any means. Also, pointing out that the spell is HPS capped is moot. Technically all healing spells in the game are HPS capped if you have all the items/gems/enchants necessary to push that cap.

I’m going to quote Ghost Crawler here. He chimes in on the topic with the following.

We’re not convinced there is a Resto or Chain Heal problem in PvE.

Part of what we wanted to do was give shamans other spells to cast besides CH. Riptide is an awesome spell and seems to be fun for a lot of shamans. People are still casting CH, and probably a lot more often than priests are using PoH and druids WG (depending on the fight of course). We would want to make sure that any change to CH didn’t send shamans back to the Sunwell world of just using that one spell.

Well, I agree 100% with GC. Blizz gave us a multitude of spells so we weren’t one trick ponies. Back in BT / Sunwell days you could bind all your keys to Chain Heal and just roll your face on the keyboard and win (with the exception of keeping one key for Heroism / Bloodlust). Well… that just wasn’t fun. Now we have a lot of cookies, and they are quite delicious. Personally I think Chain Heal is just fine. Would I complain if they did buff it a little? No sir, I’d be grateful but I don’t expect it. I like the fact that unlike Wild Growth and Circle of Healing, there is no cooldown on the spell other then the GCD. I like the fact that if glyphed I can hit 4 targets at a time. I love the fact that it is a smart heal and not just blindly jumping to pad over healing. I love the fact that it feeds our other talents and spells with buffs and loving. I love the iconic spell, bottom line, but you can’t lose sight of every other tool we have at our disposal and say that we don’t measure up or that the spell fails. Math can be produced to support any argument, ask my buddy mike. He has a degree in Computational Physics. His entire job is to debunk the theories put forth by other scientists using math. His stance is

“I can find an equation to prove or disprove anything given enough time. Numbers change and statistics are subjective”

I agree with mike. In a game of Random Number Generation no numbers can be absolute. I can roll a 20 sided dice 10 times, and I can get multiple 20’s in a row. That doesn’t mean the die isn’t balanced, I just had a hot streak. Try to keep that in mind when applying numbers to the game. We can shift the tables, but at the end of the night it still boils down to RNG

/soapbox

Ok, now that I have the rant out of the way, lets take a look at the Resto Shaman’s Tool box and what we bring to the table.

Cleanse Spirit – While not a “healing” spell in the effect that it doesn’t restore health, it’s a reactionary tool to stabilize. It removes 1 disease, 1 poison and 1 curse for a 7% base mana cost. Well, thats kind of an amazing tool, and one that shouldn’t be looked over.

Riptide – Our instant cast HoT. This spell Is more amazing then people give it credit. As a HoT it’s admittedly not as good as some of the others available, but adding the T8 2pc bonus and the Riptide Glyph makes it a bit better for use as one. Lets not forget the spell gives your Chain Heal a 25% boost. Oh and it can trigger Improved water Shield. Thats hardly something to scoff at.

Tidal Force – This talent is on 3min timer. It gives you a 60% increased chance to crit on your Chain Heal, Healing Wave and Lesser Healing Wave with a diminishing factor of 20% on each successful crit. I know in a normal raid I run about a 31% crit chance. Poping this to give myself a 91% crit chance, and combining that with say Riptide on a target is a very attractive healing explosion.

Tidal Waves – This ability gives your next 2 healing wave or lesser healing waves a 30% haste increase after you cast CH or Riptide. It also gives HW a 20% increase in healing, and LHW 10% boost. Combine that with Tidal Force and you can have some big HW heals in clutch situations.

Earth Shield – This bad boy is a great little cookie. You toss it up on a tank and it gives you a little bit of a buffer for healing. It really shines on a tank that has a ton of avoidance (see Death Knight or Bear Tank). It has a few second internal cooldown between healing procs, but when your tank is dodging 70% of the incoming attacks that becomes less of a factor. Average healing is between 2 – 3k . I tossed this up on our Main Tank (DK) in Uld last week and after one fight he asked if he even got hit. ES was down 3 charges but no healers had to touch him. I think that says something about this spell right there.

Lesser Healing Wave – This is our Flash heal. It’s fast and works like our healing jab. Combine that with Tidal Waves and it’s that much faster while Tidal Force can give it a little more bang for your buck. You can also toss in a LHW Glyph and give your ES target a little LHW loving. It also triggers your Improved Water Shield to help with your mana regeneration.

Healing Wave – This is our Greater Heal. It’s slow and it hits hard. You can speed it up with a Tidal Waves proc and boost it with Tidal Force. It also can trigger IWS and you can Glyph it to heal yourself whenever you use it.

Healing Stream Totem – Since patch 3.1 this has become one of the greatest tools we have at our disposal. Combine it with the recent changes to Restorative Totems and toss in a Glyph of Healing Stream Totem and watch this puppy start pumping out massive AoE HoT healing. Using this with Chain Heal on top of it just becomes a ridiculous amount of raid healing.

Acenstral Awakening – This little puppy might not be the greatest tool we have, but it is definitely useful. It can proc off Riptide, LHW and HW and heals the lowest health target within 40 yards for 30% of the amount you just healed. Combine that with some of the aforementioned talents and you can get a decent amount of mileage out of this one.

Earth Living Weapon – Our healing weapon imbue adds 150 healing and has a 20% chance to toss a small HoT off the target of the heal. This can and does proc off of chain heal and taking Blessing of the Eternals can increase the proc percentage as well as the Glyph. It might not seem like a lot but free healing is free healing, and it does add up.

We have so much going for us now, we are a complete healer. Our strength lies in the synergy of spells and talents as well as our ability to compliment every healer in the game. I once referred to Restoration Shamans as the driving bass line that keeps the song moving forward. I still fully believe that. I think our spells are strong and I think they give us an ability to fill multiple roles in a raid at the drop of a hat. I think our versatility and synergy allow us a certain amount of freedom many classes don’t always have. I can go from raid healing to tank healing in the blink of an eye, and be just as good as any other healing class.

I don’t think chain heal is broken, I just think it’s not the crutch it used to be. I think people should stop looking to it to be the spell it was in Sunwell, and should accept that it is one of many tools to be used with great effect. You have to use every tool you have at your disposal to be effective or as the saying goes, the sum is greater then the parts. I think chain heal keeps up with PoM, CoH, and WG just fine. I think swinging to one extreme and favoring one spell or the other is horrible. You should never grow to rely on a single spell, nor should a class be defined by the strength of a single spell. For all the people who claim that a shaman’s worth lies in Bloodlust and Heroism solely, or that since chain heal isn’t a god-like spell that we have no use in a raid. That just makes me sad. As someone who truly loves the shaman class, and as a person who enjoys it so much that other classes pale in comparison to play I beg you. Please look at the class as a whole. Look at all the wonderful things we bring to the raid and treat us like any other healer. I beg you to keep in mind composition of the entire raid over individual classes. We stack up just fine compared to other AoE healing, don’t write us off.

I’m ok if you say one of our spells is not suited for a specific task, but it really sets me off when it degenerates down into a crude understanding of how things are. I know for a fact I can keep up on hard modes, I know my spells will be there to back me up. I know this because I use everything and the kitchen sink when healing.

What do you guys think? Do you think Shaman Healing is broken? Do you think we can’t keep up with hard mode healing? Do you still love your Lazer Beam of Love?

Until next time, Happy Healing

sig4

Image courtesy of Lize of <Gladius Dei> on Kilrogg
Found through official forums

Which Came First? The Aegis or the Shield?

pws-vs-da

On my daily patrol through the Plus Heal forums, I came across this thread with one very important question by Sundotz.

If I proc Divine Aegis ( for 12 sec) and then apply PW: S (15 sec after absorbed), which shield is absorbing damage first?

I could have commissioned a study on this with the assistance of guildies. But I decided to take matters in my own hands and test it out only in such a way that true Dwarves would do it.

I’d tackle the Molten Colossus of Ulduar after activating both shields in an attempt to see which happened first. Here’s 5 combat logs with different cast sequences. Log’s been trimmed somewhat.

Test 1:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 1977.(4306 Overhealed) (Critical)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 0.(4185 Overhealed)
Molten Colossus’s melee swing hits Mallet for 18720 Physical.(8103 Absorbed) (3247 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Power Word: Fortitude fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 2:

Mallet gains Mallet’s Divine Aegis.
Mallet’s Flash Heal heals Mallet for 0.(5915 Overhealed) (Critical)
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9530 Absorbed) (12804 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 3:

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Flash Heal heals Mallet for 2330.(1824 Overhealed)
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Forethought Talisman.
Mallet’s Flash Heal heals Mallet for 0.(6049 Overhealed) (Critical)
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Mallet gains Mallet’s Effervescence.
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(9895 Absorbed) (6884 Overkill)
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Forethought Talisman fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 4

Mallet gains Mallet’s Divine Aegis.
Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Molten Colossus’s attack misses Mallet. (My agility and dodge is strong)
Molten Colossus’s melee swing hits Mallet for 16490 Physical.(7968 Absorbed) (13299 Overkill)
Mallet’s Divine Aegis fades from Mallet.
Mallet’s Power Word: Shield fades from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inner Fire fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Weakened Soul dissipates from Mallet.
Mallet’s Borrowed Time fades from Mallet.
Mallet’s Renewed Hope fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

Test 5

Mallet casts Power Word: Shield at Mallet.
Mallet is afflicted by Mallet’s Weakened Soul.
Mallet gains Mallet’s Borrowed Time.
Mallet gains Mallet’s Renewed Hope.
Mallet’s Flash Heal heals Mallet for 5654.(Critical)
Mallet gains Mallet’s Effervescence.
Mallet’s Borrowed Time fades from Mallet.
Mallet gains Mallet’s Inspiration.
Mallet gains Mallet’s Divine Aegis.
Molten Colossus’s melee swing hits Mallet for 15100 Physical.(7651 Absorbed) (21476 Overkill)
Mallet gains 300 Mana from Mallet’s Darkglow.
Mallet’s Power Word: Shield fades from Mallet.
Mallet’s Divine Aegis fades from Mallet.

Mallet’s Weakened Soul dissipates from Mallet.
Ragadast’s Leader of the Pack fades from Mallet.
Mallet’s Inspiration fades from Mallet.
Mallet’s Effervescence fades from Mallet.
Your equipped items suffer a 10% durability loss.
Mallet died.

So in conclusion, while not technically a scientifically valid test, I’ve conceded that the order in which the different absorb effects are used are based on which one happens to land first. If a DA activates before a PW:S, then the DA gets consumed. If a PW:S lands first followed by a DA, the PW:S gets chomped alive before the DA.

A simple, easy, and cheap test. 5 minutes. 45 gold.

Done.

But also incorrect. So take this entire post with a grain of salt.

Abusing General Vezax as Discipline

The Conquest strike team reached General V on Monday evening. In the final hour remaining in our raid night, we spent most of the time identifying the environmental elements of the fight.

What did the Saronite Vapors look like?

What’s Shadow Crash?

How do we deal with Mark of the Faceless?

More importantly for healers, how do we manage our mana while being truly unable to gain it back unless it’s from said Vapors?

One of the aspects of the fight that I noticed early on is Shadow Crash.

"”Fires a shadow missile at a target. Upon impact, it leaves an energy field that lingers for 20 seconds, increases magical damage dealt by 100%, increasing casting speed by 100%, reducing healing done by 75%, and reducing mana costs by 70%.”

The primary strength of Discipline Priests lie in their powers of mitigation. Shadow Crash affects a healer’s mana cost, cast speed, and actual healing done. You can see where I’m going with this.

Power Word: Shield is instant. The casting speed debuff won’t have an effect there. It’s also not technically a heal. It’s a damage absorption. Finally it does reduce the cost of shields by 70%.

The bottom line: ~200 mana costing shields. Very nice.

Heh, I’m not going to jinx the week by predicting whether or not we’ll obtain a kill. I had an internal progression timeline for Ulduar when it came out and we’re right on schedule.

Suggested Healing Priest Specs, Glyphs, and Addons for 3.1

Not sure how to spec or glyph for 3.1? Here are my suggestions. Feel free to modify accordingly. WoW Insider has a great roundup to everything 3.1 related.

No Stock UI has a great list of updated and compatible 3.1 addons for you to peruse.

Discipline Priest Specs

57/14/0

Soul Warding: Reduces the cooldown of Power Word: Shield by 4 seconds and reduces the mana cost of Power Word: Shield by 30%.

Absolution: Reduces mana cost of Dispels and Disease curing spells by up to 15%.

Focused Will: Increases your spell critical effect by 3% fully talented. If you get crit, incoming damage is reduced by 4% and healing effects on you increase by 5/10/15%.

3 points can go either into Absolution or Focused Will. With the amount of cleansers and dispelers in my arsenal, I opted for the increase crit for the time being. But that might change later.

Improved Flash Heal: Must talent, I think. Reduces mana cost of Flash Heal by 15% and increases the crit chance if your targets are below half health.

Rapture: It’s different now. When your Shield is absorbed or dispelled, you instantly get back 2.5% of your total mana and your target gains 2% mana, 8 rage, 16 energy, or 32 runic power. Works every 12 seconds.

Discipline Priest Glyphs

Glyph of Flash Heal
Glyph of Power Word: Shield
Glyph of Penance – NEW: Your Scribes will have to be lucky here.
Glyph of Prayer of Healing – At least it’s some form of AoE healing if the fight calls for it

Holy Priests Specs

14/57/0

Blessed Resilience: For 3 points, it increases your healing effectiveness by 3%. The stronger your healing effectiveness, the better this talent will be. For the time being I opted not to get it.

Serendipity: A haste inducing talent. Requires you to Flash Heal or Binding Heal before it adds a 12% haste buff per stack up to 3 (total of 36%). Makes your next Greater Heal or Prayer of Healing faster. Note: Binding Heal used to grant 2 haste buffs per one cast. It doesn’t do that anymore.

Test of Faith: No change here.

You’re going to end up with 6 talent points. You can only invest in two of the above abilities. I recommended Serendipity and Test of Faith.

Empowered Renew: Another instant healing spell added to Priests. The closest thing I can think of is that it’s an inverse Lifebloom. Instead of tick, tick, tick, BOOM! It becomes BOOM! Tick, tick, tick.

Holy Priest Glyphs

Glyph of Circle of Healing
Glyph of Hymn of Hope
Glyph of Renew
Glyph of Flash Heal
Glyph of Guardian Spirit

Things will be very busy in the World. New places to explore, new dungeons to conquer. All of us will do our best to provide the advice and guidance in the challenges ahead.

Did I Read Divine Hymn Wrong?

Here’s the updated PTR wording on Divine Hymn:

You recite a Holy hymn, summoning the power of the Divine to assist you in your time of need. Heals 3 nearby lowest health friendly party or raid targets for 4320 to 4774 every 2 sec for 8 sec, and increases healing done to them by 15% for 8 sec. Maximum of 12 heals. The Priest must channel to maintain the spell.

At first I was under the impression that it would only heal the three lowest nearby targets, period. After staring at it a little more, I realized that Divine Hymn is a smart heal similar in kind to Circle of Healing. My guess is that every time it ticks, it will constantly scan your group for lowest health players and heal them up accordingly.

So 3 players per tick every 2 seconds for 8 seconds. That’s potentially 12 different targets or the ability to save nearly half the raid from one of Kel’Thuzad’s nasty Ice Blocks. Of course, that’s assuming you have 12 players all standing on top of each other. Actually, no that isn’t the case. Only 6 can be saved.

I can see why the cooldown on it was increased to ten minutes. Yeah, it’s a channeling spell. I think if you cast a Shield on yourself while channeling, the chances of being interrupted go down (since the damage is prevented). A lot of players indicated that because it is a channeling cost, it’s underpowered and not worth using. But what are the alternatives?

  • Instant cast: A fire and forget spell allowing the Priest to cast it and forget about it. Priest would be able to move around and let the spell run the course throughout the raid.
  • X second cast time: Heals 12 different people at the conclusion of the spell? Too overpowered also.

The intent of Blizzard here is to create a potentially raid saving spell usable once every two or so attempts at a raid boss. This fits the bill just fine. Because it’s a channel, it will force the casting Priest to use discretion and time it in such a way that it won’t get interrupted. Yeah it’s a slight handicap. But it’s no different in the way we’ve been using Hymn of Hope over the past half a year. Let’s stop trying to hope for the things that may not change and start planning on adapting this spell to our needs on our terms.