The One That Got Away

The other day I had the good fortune of talking with our friends over at Wow relief and our conversation got me thinking about something.
Some of us have been around for a long long time in this game. We’ve lived through PTRs and Betas and now two expansion with a third on the way. We’ve seen many things change and many things come and go, and things that were promised to us never come to be. I got to thinking what I would love to see added to the game for my class. The answer actually comes from the Wrath of The Lich King beta.

Back in Beta, restoration shaman had a rather interesting 51 point tallent to play around with. It was unique and new and fresh and odd and I loved it.

Spell_Shaman_SpiritLinkSpirit Link (Rank 1): You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever.

This little baby was awesome in my eyes. The concept behind it and the possible strategic uses of it, especially considering the health pools of both Druid tanks and Death Knights  intrigued me. It wasn’t your normal everyday spell. As a healer we’re used to playing healing triage as well as Cast X spell get Y result + / – a little. This you know the values but you can effectively use this to shift some raid damage around. Alas this was not meant to be and it was replaced by Riptide, which is a very good spell, but doesn’t lend itself to the same sort of mysterious awe that Spirit Link gave me. With cataclysm coming back I’d love to see this come back as a mastery spell or some such. It was a fantastic concept that I’m sad to say got left on the cutting room floor.

So, with that I turn it over to you our readers. Anything you want to see desperately added to the game? Why? Did you find something in a Beta or PTR that you wish would have made it to the live servers?

That’s all for today, until next time Happy Healing!

Sig

Pit of Saron PTR Preview

There’s going to be a few spoilers in here folks, so click away if you don’t want to see anything.

Remember those spinning axes from the days of Black Temple?

Yeah?

Well they remember you too.

And guess what?

They’re back!

Anyway, I partied up with Alex and Matthew from wow.com along with Tristan, from the Elitists podcast. Had to use a pre-made for this since there’s a bug where players who have done the Argent Tournament questline aren’t able to see instance portals.

On a side note, there are no Dwarf Priest premades. What the heck is up with that?

Doing a writeup of my initial impressions healing the place. Will edit this post and put a link to it when it’s available. Edit: Post is up! Here’s a few teaser shots for the time being.

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Shadow Priests Are Allowed to Divine Hymn

Yesterday’s post on hybrids spawned a great discussion on when it becomes useful for DPS players to switch out to different roles. Today, I wanted to expand it further and delve into the topic of Priests.

Now according to the Rules of Raiding #77:

DPS and tanking players should not have to heal.

It’s a good rule that states that if you’re in a DPS position or in a tanking position, there is no reason for you to have to change your role to heal. For one thing, you don’t have the spec or the bonuses or the gear to pull it off long term in an encounter.

If you’re a Shadow Priest, all you need to do is simply wail on the boss.

Unfortunately, it’s not always that simple. Rule #10 for instance states:

Every possible course of action should be considered by every player no matter what they do in order to beat the encounter.

In a case where rules may clash, rules that are lower on the scale will supercede the ones above it.

Let’s apply it.

Shadow Priests will almost never be called upon to drop their Shadow form to heal. It’s inefficient and often times unnecessary. But a Shadow Priest is still a Priest and they have access to some valuable cooldowns.

There is one in particular called Divine Hymn.

Don’t shy away from using it if you have to. As one of the healing leads, I look and see what cooldowns are available. I won’t hesitate to ask for Shadow Priests to Divine Hymn. I won’t hesitate to ask a Ret Paladin to use their bubble-sacrificing abilitiy. Feral Druids know that my Priest is the Hummer of healers in the guild and that I am one heck of a mana guzzling machine when I hit the accelerator. Yet I’m playing a hybrid class, right? (That’s a joke).

Anub’arak is a stressing fight for healers. This oversized frost beetle ramps it up a notch when he hits the 30% mark and everyone in the raid starts taking damage. A quick glance at the cooldowns available is followed by me barking out names and abilities. They respond with either an affirmative or a negative. This isn’t the time to debate why their cooldown isn’t up. Maybe a Paladin had to bubble earlier in the fight to survive. Stuff like that gets discussed after the fact, not during.

I run a total of four Priests during raids. Two are Shadow and the other two heal. Shadow Priests know they’re not going to be asked to drop form and heal (usually). But four Priests means access to four Divine Hymns which is extremely powerful during a a phase with high incoming damage.

The final point I want to stress is that a Shadow Priest isn’t required to keep the raid alive for long periods of time. That’s not their job. But they can help keep the raid stable enough for everyone else to stay alive and pile on their damage.

If you’re in a top 100 worldwide raiding guild, your Shadow Priests might not have to do it. For the rest of us, every option needs to be considered.

Raiding 10 v. 25: Which is better?

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Since Blizzard implemented the 10 man raid I’ve been hearing debates between players on which is the better raid format, 10 or 25 man raids. I find myself drawing parallels between the debate of 25 v 40 raids. Lets look at some of the virtues of both shall we?

10 Man Raid

Easier to organize

Easier to coordinate raider movement

Less vent / teamspeak chatter

Easier to spot problems

More individual responsibility

Less margin for error

Lower gear leve than25 man

Allows smaller guilds and pugs to experience end game content

25 Man raid

More room for error

Higher Gear level than10 man

More drops per boss and zone than 10 man

Less people have to be “benched”

Bigger sense of accomplishment after defeating a boss

Looking at the points in both I see a lot of the same arguments from 40 man raids to 25 man raids. I’ve had the fortune to experience 40 man, 25 man, 20 man and 10 man raiding and I’d like to offer up my opinion on it. They are all fun.

40 man raids were a pain in the rear to organize and in many cases required you to carry a certain number of a class in order to succeed (Princess huhuran needed at least 4 hunters for tranqshot rotation and such). It was a pain in the ass that required a good hierarchy in order to do successfully. This involved raid leaders, officers, class leaders and such. In a 40 man raid it was very possible for five people to hold a raid hostage and cause all sorts of mayhem.

With that said I loved the content of the 40 player raids, they felt epic. Zones like Molten Core, Black Wing Lair and AQ40 were large and just amazingly well done. Problem was you needed a full group or mostly full group to do these end game raids. Many smaller guilds would form raid alliances and venture forth into the end game content.

20 man raids were introduced with the instance Zul’Gurub. It was a well designed zone and forced you to pick a smaller team to proceed. There was less margin for error but it was easier to grab 19 other players and go in rather than hunting down enough players for Molten Core. The zone was smaller than other end game raids at the time, but offered an opportunity for greater emphasis on fight mechanics than 40 man raiding did. It was a wildly popular raid and showed that the smaller format could be successful.

25 man raids made things a lot easier. Guilds would have a better time getting together enough raiders and wouldn’t have to enter as frequently into raid alliances in order to see the end game content. This was partially helped along by the success of ZG. At this point players for the most part had embraced the smaller format. It offered greater raid accountability on the raiders and easier coordination of the group for the raid leaders. One person could wrangle 24 others without the aid of officers and class leaders if they needed to. Fights could be explained faster than 40 man and it was easier to spot mistakes. This was hailed as a large success on the raiding scene. In 25 man raids though it was still easy to hide behind the skirts of a better healer or DPS just like in the old 40 man raids

When 25 man raids were new and successful, Blizzard also introduced the 10 man raid. Karazhan was for many people their first full raid. It was big and epic in both zone size and scope of what it set out to do. Fight mechanics were interesting and fresh and easier to implement than they were in 25 man. Fights like Netherspite lended itself well to the 10 man raid size as it was much easier to coordinate, but still gave players jobs to do other than just sit and dps or sit and heal. With 25 man raiding though there was still the problem of smaller guilds still needing to enter into raid alliances or pug raider spots if they couldn’t show up with 25 people ready to go see the endgame.

After a full expansion of 25 man raids, Blizzard announced that in Wrath of the Lich King you’d be able to toggle difficulty on all raids between 10 and 25 man. This news sent waves throughout the community. People called it both genius and folly. It allowed you to really take your raid and simplify it. You could take 10 raiders and do all the same raids that the 25 player content was providing and it allowed content to be more accessible to a wider variety of players. Allowing raids to be done at a 10 man level also allowed for greater accountability. If you messed up in kara back in the day, you noticed. It was a lot easier to see what you were doing wrong. It’s much much harder to look at 24 other people and catch problems before they cause wipes. You have much more personal responsibility in a 10 man than you do in a 25 and as a result you are a more integral part of the team. Some fights are inherently harder in 10 man version than they are in 25 man, and some vice verse. You have options now to be able to see all of the games content.

Lodur’s opinion:

Personally I like both formats a lot. I love 25 man raids because at the end of the night I feel accomplished. Being able to help lead 24 other people to a successful boss kill and hear the screams of joy when we get through a particularly hard boss(vent the night of the first Yogg kill was electrifying awesome) is priceless to me. At the same token herding 24 other players even with assistance is grueling and can wear you down. In 25 mans I find myself constantly watching the raid trying to find and stop problems quickly before they cause wipes. I love being able to take the vast majority of my raiders into a zone as well so not everyone is sitting idle.

I love 10 mans because of the intimacy of them. Recently due to some raiders being out, my guild split into two 10 man groups for the night. We ran ToC 10. I lead one group, the GM lead another. I had with me some very good people and a rather nice setup. I also had two people that have had problems in the past staying focused or people I like to refer to as “Fire Huggers”. I was able to coach those two players and get an absolutely phenomenal performance out of them on the fly. Especially when we got to the Faction Champions (pre nerf). This fight was the hardest in the zone (IMO) and lots of people were caught cutting their teeth on it for a while. We wiped once, I saw what was going wrong pretty quickly and was able to change tactics and issue commands on the fly much easier than in 25 man raids and we were able to adapt and overcome the encounter quickly. 10 mans are much easier to coordinate and I didn’t feel nearly the same pressure that I do when I’m thrust into leading a 25 man.

Bottom line, I love both formats just for different reasons. I think they are both solid and offer everything raiders could want.  I also think there shouldn’t be a debate between which format is better. They both work, and they both work pretty damn well (loot distribution aside *shakes fist at blizzard for putting all the good spell shields in 10 man hard modes*).

So how about you? What do you prefer 10 or 25? Why do you like that format?

Well that is all I have for today. Until next time, Happy Healing!

Sig

Image courtesy of www.edinphoto.org.uk

Raider Nostalgia: Patch 3.2.2

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As most of you have heard today patch 3.2.2 is going live. With it marks the triumphant return of the Brood Mother and her many whelps. So what’s in store for us?

The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft’s five-year anniversary.

  • Onyxia has been scaled to offer new challenges to level 80 players and is now available in 10- and 25-player modes.
  • Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
  • Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
  • Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers

This has gotten me very excited. For many of us, Ony was our first real raid experience. I know it was for me. I had done some molten core, but my first real raid with my guild (same one I’m still with today) was Onyxia. Of course my first ony raid tale is a little bit different then most. I happened to have participated in this raid from a bar. My then girlfriend worked at a bar that happened to have really good wireless Internet. I hoped on my laptop while waiting for her to get out of work and wound up getting invited to an Ony raid. We killed the Brood Mother, I got a shiny new helm and I did this while having a frosty cold pint. When we heard that they were updating her for the anniversary at Blizzcon, I definitely joined in screaming at the top of my lungs in excitement. Along with this announcement also came the news that in Cataclysm Rangnaros, Nefarian and a few others will be back again! This announcement even got me to dust off my hunter and level her to 80.  This type of boss is something that many of us remember fondly and I think it was a good call on their part to update her to level 80 and bring us back some favorite loot updated for level 80 as well.

Let’s not forget this is a patch though, so some things are changing for classes and abilities. Healers this patch are largely untouched. Shamans however get a nerf of sorts, not as bad as it could be but bad enough.

Shaman

Cleansing Totem: No longer purges instantly when dropped

Like I said could be much worse, this change will require Shaman to change tactics slightly. On fights like the Faction Champions in ToC, dropping a cleansing totem was a great way to get 5 people cleaned from poisons and diseases very quickly. Now we have to use this totem more proactively rather then reactively as once you drop it you have a good 3 seconds to wait before it starts doing it’s thing. Complete Patch notes can be seen HERE

More Patch Notes

Dungeons & Raids

  • Shadowfang Keep
    • Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
  • Ulduar
    • Increased the cooldown on Immortal Guardians’ Drain Life ability in the Yogg-Saron encounter.

Achievements

  • The Achievement “Iron, Dwarf Medium Rare (25 player)” now requires 25 kills, down from 50.
  • The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.

Professions

  • The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
  • Engineering
    • The Mind Amplification Dish no longer changes the appearance of your helmet.
  • Inscription
    • Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
  • Leatherworking
    • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
    • Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items

  • The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection.
  • Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
  • Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold’s Rejuvenating Broach.
  • Glyphs
    • Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
    • Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
    • Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
    • Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
    • Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
    • Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
    • Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
  • Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
  • Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
  • Totem of Quaking Earth: Attack power value increased to 400.

User Interface

  • Battleground Queuing
    • Players may now only queue for no more than two Battlegrounds at a time.
    • The dialog box for entering a Battleground match has been changed to reflect the following options: “Enter Battle,” “Leave Queue,” and “Minimize.”
    • The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
    • Players already in a Battleground can now choose “Enter Battle” for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
    • A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
  • The size of the Focus Frame can now be adjusted via the Interface Options menu.
  • Mail System Auto-Complete Feature
    • The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
    • Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

  • Death Knight
    • Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
  • Druid
    • Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
  • Hunter
    • Master’s Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
    • Trap Mastery’s (Survival) tooltip now states the correct amount of snakes summoned.
  • Mage
    • Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
  • Paladin
    • Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
  • Priest
    • Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
    • Glyph of Power Word: Shield now correctly uses the Priest’s spell critical chance instead of the target’s.
  • Rogue
    • Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
  • Shaman
    • Grounding Totem will now properly protect against the Death Grip spell.
    • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
    • Lightning Shield: This spell will no longer set off some trinkets when it is cast.
    • Stoneclaw Totem’s pulses will no longer break stealth on nearby hostile units.
    • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
  • Warlock
    • Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
    • When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.
  • Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
  • Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
  • Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
  • Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
  • Mote of Flame: Corrected a typo in the tooltip.
  • Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
  • Shard of Flame: Corrected a typo in the tooltip.
  • Val’anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.

So, how do you feel about the patch? Excited or angry that it seems like it came too soon? Does it make you think back on your time in early raiding? What was your first raid? Any other bosses you want to see ramped up to 80?

Until next time, Happy Healing!

Sig

Image from pewpewlazers.wordpress.com