With Cataclysm dropping on December 7th, and BlizzCon this month on October 22nd and 23rd, a lot of people are planning to have some downtime before the new content is released. Guilds are taking breaks to unwind or just have fun outside of a full-blown raid. My guild will likely be taking a break from raiding to work on fun things like achievements and mount runs before Cataclysm very soon. That does however leave me with some free time in game for probably a month. So I’d like to share with you my plans for the downtime before the expansion.
First on my list are the ICC drakes. I want them both, and very badly. I haven’t stepped foot in ICC-10 but a handful of times and haven’t really tried to get the meta achievement before, but now I’m making it a priority to complete these tasks. Likely it wont take me too long to get all the achievements in the meta and get my lovely — and super fast– pile of dragon bones. After that however I have a plan for my time. Not every guild is stopping raids before Cataclysm. In fact many will go right up to the expansions release. I know of a few that having a hard time with certain boss fights, particularly with healing.
A couple weeks ago I got a tell asking if I would heal an ICC -10 man heroic. I politely declined, only to receive a tell from the person again, and this time with an offer of gold. 5k gold in fact. I declined again because I was scheduled to be in a 10 man heroic run with guild mates later that week. But it sort of got me thinking. I’ve always been terrible about earning money in WoW. I hate farming, I level tradeskills to help my raiding and the guild, but don’t generally farm mats to saturate the market or what have you. I generally have enough gold to be comfortable, but not rich by the game’s standards. So would it be wrong of me to accept a cash reward for healing through content like that? I mean, I know the fights, I’m already geared and would require NO loot from any of the bosses, and by the time I do this I’ll already have all my achievements. I bring my own consumables with me wherever I go. So is it wrong to accept a cash reward for my healing and knowledge of the encounters?
I don’t think it is. I won’t demand it per say, but I will accept it and will always accept the highest bidder. For the weeks leading up to Cataclysm I will become a mercenary healer. I will heal for the highest bidder and the highest profit. I view it as simply welcoming the mentality of our soon to be goblin shaman brothers early, as it is a business model they would approve of I think. It would also present me with a unique opportunity to see how other groups run their raids. It may sound like I’m being a bit of a jerk here but I find it a much more enjoyable use of my time. I could level an army of alts or various professions, but I already have 5 level 80’s and have plans for another alt on another server for a special project.
So that’s my plan leading up to the Cataclysm release. To become a mercenary healer, and hopefully live up to standard set before me by the original A-Team.
What about you? Is your guild taking a break before diving into Cataclysm? If so, what are you going to do? Will you level alts? Level professions? Will you just take the time off and relax? Maybe play other games?
Well that’s it for today. Until next time, happy healing!
I’ve been spending as much time as I can in the Cataclysm beta, and trying to maximize as much of my time as possible healing. I mean, after all that’s what I get paid for right?
You may be asking yourself what this song has to do with this post? Honestly a lot of folks think that shaman healing has gone down hill and have thrown their hands up and walked away. Some of these folks just think healing in general come Cataclysm will be so broken it wont even be worth it. I’m here to assuage at least the shaman portion of that fear.
Mana and triage
For as long as shaman have been healing we’ve been a bit of a mana battery. Between our passive regen and our spells and abilities that are geared towards doing nothing but giving us mana back. The problem is that with Wrath most healers were mana batteries. Rarely running out of mana means you can heal almost perpetually through the vast majority of non hard-mode encounters.
This makes for very boring healing, and that is something that the developers have been trying to tackle for a long time now. With the reduction of mana, and the increase in the cost of several of our healing spells, it forces us to triage our heals and essentially move away from mothering a group. Most people have seen this as a fault of the new healing model. I, however, find it incredibly liberating. Granted shaman have fared better than most other classes in this regard because we are technically the healing model for cataclysm (or so the blues tell us). We’ve been given the tools to heal effectively, and balanced to a point where we don’t over power every encounter and actively have to pay attention and manage healing spell choices. I don’t run OOM unless people are doing very, very stupid things and I’m forced to compensate (a la a mage hugging a dragon cause he though it was cute and needed a hug).
Right now if you yell at someone to not “stand in the bad” a lot of the time they will simply ignore you since healers can just dump heals on them and get through the vast majority of effects out there. If you’ve done any PUGing before you’ll have found it at least once. That hunter that doesn’t want to get out of the fire so he can squeeze off a couple more shots to up their DPS while you dump heals on them. They expect it, and if they don’t get it you are instantly a “bad healer”.
I’ve talked about this on several of my wow.com articles lately, but there is an emphasis on personal accountability. Even if you have the mana to heal someone, they may still die. Pardon my french for a minute here, but bad shit really is bad and players should avoid it at all costs. This includes Tanks and Healers. Doing the dungeon finder in the beta has gotten to a point where players know now they have to manage their own health a little bit, and the curve has gone from nightmare healing to perfectly manageable. If the changes stand and force healers to triage the heals, it will force a shift in the perception of healers. Not saying there wont be players who yell at the healer when they die (those jerks will always exist, sadly) but I think most people will come to stop expecting you to be the only one responsible for their health.
The impression that I get
Overall, healing on the shaman in the beta has been some of the most fun I’ve had to date. I absolutely love having to pick which heal is best for the situation and love the fact that not EVERYTHING is about Chain Heal or stacking pure haste. Honestly I think shaman have the perfect number of healing tools to work with in any given fight. Every new ability compliments each other, old abilities have been given just enough of a tweak to make them interesting. Overall it feels fresh, new and exciting.
I don’t feel over powered, but I do feel capable. I don’t feel like there is anything I can’t do without a little hard work. I still get a twinge at certain bosses in the 5 mans, knowing what they can do and looking at a group composition planning my heals for which ability. It’s exciting and I feel like a tactician rather than a small child playing whack-a-mole at the local carnival being swindled out of my $2. I mean I’ll always be a healer, but it feels like I’m falling in love with it all over again. There’s excitement and consequence and every death isn’t all just on me. I know that priests and shaman have fared better than paladin and druid healers so far, but I think in the end it will balance out and everyone will have as much fun as I do right now.
In conclusion, at least for shaman, the world is not ending. The sky is not falling, and ultimately we’ll be better off in the end it seems. GO TEAM SPIRIT FINGERS!
So I’m going to spend my weekend healing 5-mans and recording videos, anything specific you guys want to see from the beta? I’ll do what I can to provide!
In case you’ve missed it, I’ve grown quite partial to the idea behind Spirit Link. I’ve talked about it recently wondering where it is. Before that I lamented its absence as the one that got away. Today I’d like to take a different approach to this enigma.
Tuesday I reported about the Cataclysm beta and how things looked so far. In that post I quoted the devs with their answers to many questions, including the state of Spirit Link. Their answer was not one I was all to keen on. Back on the 13th of July I appeared on the podcast Raid Warning with their Shaman Roundtable. I had the opportunity to talk with some amazing members of the shaman community and share ideas. While we were talking a fantastic point was made. Shaman are in need of an external cooldown.
Sure it seems like we have it all. Fame, power, sweet shoveltusk-ghost-shoulders, but the truth is we still have some holes in our healing arsenal that need to be addressed. Let me specify that a defensive cooldown is not an “OH SHIT!” ability like Nature’s Swiftness. I’m talking about cooldowns that are used in anticipation of something bad happening instead of reactionary (with a couple exceptions).
Let us compare to other healers.
Pain Suppression – Lets face it, this spell has come in handy on more boss fights than you would normally consider. Every 3 minutes Discipline priests can reduce the incoming damage on a target by 40% for 8 seconds. That is a large number, and while 8 seconds might not seem like a lot of time, 8 seconds can wind up being just enough to mitigate a boss mob’s large nasty spell or ability. If you Glyph it, you can even cast it while your stunned! This is a great raid leading ( or heal leading) shot gun, and honestly has saved our rears quite a few times.
Guardian Spirit – Holy priests are not left without a big cooldown. Like pain suppression, this spell is on a 3 minute cooldown and increases healing received on the target by 40%. If the person dies while guardian spirit is active, the spirit will instead be consumed and the person will be healed immediately for 50% of their maximum health. It lasts for 10 seconds on the target and with the Glyph, if it lasts the entire 10 seconds without being consumed your cooldown gets reset to 1 minute. As a healing lead I love abusing this talent. It is a net, a nice cushion-esque net. You can set it on a tank and if you got OOM or have to move and cant push healing, it buys you time. Minimizing risk and compensation for “oops” is part of every raid leaders job, and cooldowns like this can help a ton.
Tranquility – 8 minute cooldown for a massive area of effect heal. There have been plenty of fights where this has come in handy, and rotations have been set up between multiple druids. Tranquility is another “buys you time” spell. It heals everyone around the druid for a sizeable chunk of health every 2 seconds for 8 seconds, but those 4 pulses of healing can spell defeat or victory as it allows you to help mitigate massive AoE damage and buys healers time to shift gears and compensate. It is often used when you expect massive amounts of raid wide damage.
Rebirth – This spell carries a 10 minute cooldown and a material component in order to cast it, but in this case the effect is greater than the cost by leaps and bounds. Rebirth brings a player who has died back to life with about 6k health and almost 5k mana. Doesn’t sound like a whole lot right? Well if you didn’t know, it is the only resurrection spell that can be cast while in combat. This is huge! Sometimes, things go bad and there is nothing you can do to stop it. A DPS ganks aggro and splats before you can heal them, but you need them alive in order to make the enrage timer. If you have a druid handy this is not an issue, they can bring that person back up and help complete the task at hand. If the druid is using the Glyph, it returns the target of the res with FULL health. This is an amazing cooldown to be able to call on in those particularly awful fights. While this one is a reactionary ability, I think it still fits in with the “defensive” cooldown abilities so I’ve made an exception and included it in the list.
Hand of Sacrifice – 2 minute cooldown and it transfers 30% of the damage taken on the target to the paladin for 12 seconds or until the paladin takes damage equal to their total health. The paladin can still use their bubble while using hand of sac in order to mitigate the damage they are receiving and it can be very strategically used to bleed off normally lethal damage on the tank. Divine Sacrifice is an area affect version of this spell that redirects 30% of all damage within 30 yards to the paladin for a maximum of 40% of the paladin’s health times the number of party members.
Hand of Protection – 5 minute cooldown but it makes the target completely from physical attacks for 10 seconds. This can be a great way to drop physical debuffs or just to protect someone from getting 1-shot. This was very useful in Trial of the Crusader.
I’m having a hard time thinking of anything I can consider a preemptive defensive cooldown. Hero–Lust is an offensive ability as is both of our elementals. Everything else we have that has a cooldown is reactionary (Nature’s Swiftness). I can’t count Reincarnation in this either as while it is nice to be able to resurrect yourself, finding the timing to do so with all the environmental effects and boss abilities are going off, as well as not being able to rez yourself at, you still only rez with a maximum of 40% of your health. With no buffs it is very easy just to splat again. In a large raid where there is a group of healers to pull abilities from this isn’t such a big thing. But when you start talking about smaller raids it is at that point it starts to become an issue.
Now with Cataclysm on the horizon a few things are happening that make this an issue that needs to be addressed. First of all, raid sizes will be smaller. Now I don’t mean blizzard is taking away 25 man raiding, but they are evening out gear distribution and content to be consistent from 10 man to 25 man. The only difference will be how much of the loot drops from 10 man compared to 25 man. My prediction is that this will cause a lot more 10 man raiding groups to pop up. While the game has come a long way from 40 man raids, organizing 25 man raids can be just as stressful. The ability to gain the same gear from 10 mans that you do from 25 mans removes some of the incentive to actually run 25 man raids. The facts is, organizing 10 people is easier than 25.
Healing is being tuned to be quite a bit harder both on the healer themselves in terms of mana management but also for groups in terms of damage output. Having had first hand experience in the new 5 mans in cataclysm I can tell you healing has become much more difficult. There were several times where I wish I had something I could toss up on a group member so I could keep healing the tank without having to choose which of the two would die (and there were several instances in which someone WILL die), or a few occasions where a tank was getting pummeled hard and could have used something to either help mitigate the damage or use as a life line.
It is in these smaller groups (5 and 10 man content) that our distinct lack of an external cool down to help those around us mitigate damage or act as prevention really is highlighted. This means in smaller group compositions another healer type may wind up being preferable. Keep in mind that in current content external cooldowns have been used to help tanks and raids quite a bit. Examples include but are not limited to; Vezaxx with pain Suppression and Guradrian Spirit were big deals and on hard mode you almost had to have them available. Ormokk the Impailer was cake with a paladin with Hand of Prot and bubbles, and Tranquility owns the air phase on Blood Queen. These are just a few examples
The first thing that comes to mind is that we honestly need an external cooldown. The concept of Spirit Link could very easily fill that gap. Now there is a concern that players would use it to kill other players and exactly how the mechanic would work, but there are a couple ways this could be balanced.
You can certainly make it analogous to Divine Sacrifice. Traditionally and lore wise, shaman have always been the protectors of their people both in health and physical defense. Calling upon the powerful spirits and ancestors to guide them, making offerings to produce better hunts or harvests. The idea of a AoE Spirit Link on a long cooldown could be quite nice.
Spirit Link: Instant cast 3 minute cooldown
The shaman calls upon the spirits of their ancestors to watch over their companions and help ease their burdens and suffering
30% of all damage taken by party members within 40 yards is redirected to the Shaman (up to a maximum of 50% of the Shaman’s health times the number of party members). Damage which reduces the Shaman below 20% health will break the effect. Lasts 15 sec.
I could see something like that couldn’t you? Could also be handy if say it could also be affected by Ancestral Resolve, we could get that much more out of it. It also stays true to the original thought and feeling behind the spell.
Maybe make it like a healing Misdiretion, where it will still be on a long cool down but maybe transfers a portion of the damage off of x number of swings or impose a time limit. maybe something like:
Spirit Link: Instant cast 3-5 minute cooldown
The current party or raid member targeted will receive 30% of the damage dealt to a secondary target for the next 10 seconds. Any effect that reduces the targets health below 50% will cancel the effect.
These aren’t perfect but it is an idea at least. It really is the only tool we are missing. A long defensive cooldown. The other classes all have their cookies and flavors for this, and with groups potentially thinning down, and with healing being changed as it is, it is personally something I think the class needs. Just… call it Spirit Link to humor me is all I ask! Once we have that I think our healing tool-set will be complete, and then we will truly be princes of the universe! (bet you were wondering why I linked a Queen song up at the top ;])
So what do you think? Do you think shaman need that defensive cooldown? What would you make it? would you change any of our spells to fill the gap?
As some of you may or may not know, I am actually trained in the skills of an architect. It’s a fun fact about me on the off chance you care about that sort of thing. The reason I bring this up is because all throughout my college career, my teachers attempted to drive home the point that “Less is More”. This is not a new design concept by any means, in fact it is a rather old idea, a 19th century proverbial phrase. It is first found in print in Andrea del Sarto, 1855, a poem by Robert Browning:
Who strive – you don’t know how the others strive
To paint a little thing like that you smeared
Carelessly passing with your robes afloat,-
Yet do much less, so much less, Someone says,
(I know his name, no matter) – so much less!
Well, less is more, Lucrezia.
So I’m sure you’re asking why I’m dragging architecture into your dragon game right now yes? Well, quite simply the idea of less is more is a design concept that many game companies have embraced. To do more with less decreases production time, allows for a better shake down of bugs and glitches, and can free up a developer to create some very innovative game play. One need not look much further than Braid or The Misadventures of P.B. Winterbottom to see what I mean here.
Blizzard it would seem has just begun to adapt to this way of thinking, at least it appears that way. You can see this in the latest build of the Cataclysm Beta. The new 31-point talent system has streamlined the talent trees by removing bloat and overused space. What we are left with is a cleaner, albeit smaller, talent tree. A lot of the talents cut away were instead folded into the players choice in specialization, for example Earth Shield was removed as a talent and given as a core spell when a player chooses to specialize in Restoration. This design model is an attempt to do more with less. Less wasted talent space will lead to more interesting talents in the tree, as well more interesting game play for players… in theory anyways. I wrote up a more detailed breakdown of these changes on WoW.com so feel free to check it out. This is my more personal thoughts on these changes, and well… I just felt the need to keep talking about them some.
While it is still in an early beta phase, I can’t help but feel… disrupted a little bit. While I agree that some of the talents should have been moved, I’m not entirely feeling good about what was pulled out and what was put in. I agree that for restoration, Earth Shield should have been removed as a talent and made into a base spell. You will never hear me complain about that. Every resto shaman I know takes that talent, and in truth it is a very core, very iconic spell that is part of the identity of a resto shaman. If you are a restoration shaman without Earth Shield… well I just don’t even know. I am curious though as to why Mana Tide Totem was left in place though. Like ES it is a very core shaman talent and again something most if not all resto shaman take. Why not remove it as a talent and give it as a bonus for choosing the restoration specialization? That could further open up the tree and allow more space for more fun talents. From a design perspective it would make more sense to make it a base ability or a specialization bonus and open the slot for something else… maybe something like Spirit Link!
Another thing that confused me was some of the additions, Spark of Life to be exact. One of the things that Blizzard stated was that they wanted to move away from/remove talents that added passive % bonuses. Don’t get me wrong, I like the talent. Buffing the healing done to yourself has been near godly in the beta (*ahem* restoiz4tanking!) and it makes the passive heal from Healing Stream Totem nice for longevity, but I am still surprised to see it included. It does go well with Ancestral Resolve as far as that whole staying alive thing goes as well. I fully plan on using these for tanking as a healer!
Telluric Currents would be nice for leveling… if it was lower in the tree. I can’t see taking it as a dedicated healer in end game, as it is rare that I have to DPS at all and even then it is usually a flame shock followed by more healing and then a lava burst. It could be useful for soloing… maybe.
We lost a lot however. A lot of our supercharged healing is gone, and we are dreadfully low on passive crit. Some additions to the tree give us back some of the bonus healing, but no where near where it was. I understand that they want to make healing harder and more thoughtful and I am pro difficulty on that, but a shaman’s best procs all come from crit. Passively we can push 40% in a raid without trying, this helps with heals from Ancestral Awakening and helps trigger Blessing of the Eternals sure. It also is necessary for shaman mana regeneration. Improved Water Shield procs off of critical heals. The more crits you have the more likely you are to regen mana and be able to keep casting. I don’t know if you remember but there was a time not so long ago that shaman were having longevity issues. IWS was implemented to compensate for that, but by removing the passive crit, it hurts our regeneration rates. Meditation is supposed to allow for further regeneration, but the question remains if it will wind up being enough.
Along those same lines, Tidal Force is out. I really really miss this spell. It has become second nature in to pop this spell and its absence is keenly felt. When I’m healing on live I usually have a rhythm going. Like say for Valithria;
Riptide > Healing Wave > Healing Wave > Chain Heal > Tidal Force > Healing Wave > Healing Wave etc. Refreshing Riptide when off cooldown.
Now it has become
Riptide > Healing Wave > Healing Wave > Chain Heal > Look for Tidal Force *DAMNIT* Unleashed Weapon > Healing Wave > Healing Wave etc.
Throws me off quite a bit. Still getting used to it. I can see what they are doing by trimming the trees and I approve. While I may not be a staunch minimalist, I know when things have gotten bloated. The restoration tree on live definitely is bloated, and the one on the current beta could use some more pruning .
So Blizzard, keep in mind that less is more. Players have been doing creative things with very little for a while now. Just make what we have better defined and maybe move a few more things around. We don’t necessarily need a rolls-royce (although it would not be turned down!) we just need things that function well. We’ve been trotting along pretty much unchanged for a good bit, just make sure you don’t break us ok?
So what do you guys think of the changes so far? Anything you noticed you love? Hate? Anything you think they should add in?
So, it has certainly been a busy week around the office so to speak. The announcement of the Cataclysm beta has everyone chomping at the bit, eagerly awaiting their invitation to what is sure to be one hell of a party.
Since the announcement of the beta there has been a flood of information. Among that information was many tidbits about Restoration shaman. I did an analysis of those updates over on wow.com feel free to check it out. The one thing that has been missing from all of this information has been Spirit Link.
Spirit Link was the original 51 talent in the restoration tree in the first Wrath of the Lich King beta build. I fell in love with this spell very early on, and was looking forward to using it in a raid. It was, however, not to be. Shortly after the second beta build of Wrath the talent was taken away like a jealous father stealing his daughter away in a tower prison, replaced by our now glorious Riptide. I still pine for Spirit Link however. I often wonder if, when I look up at the lonely stars at night, if Spirit Link is somewhere looking up at the same stars missing me. Don’t get me wrong, I love Riptide, but my heart still belongs to Spirit Link.
When we got the very first set of class previews, Blizzard developers stated that they were going to try and bring Spirit Link back. The restoration shaman community was incredibly receptive to this, and there was much rejoicing. I know I danced a little bit at the news. So we eagerly awaited the announcement of its presence. When the beta information was released, I am sad to say that Spirit Link is MIA. There have been no official statements as of this post as to why it was not included this round, but I have a few suspicions.
The reason the spell was removed from the Wrath beta is that it was hard to balance. here was the original wording of the spell.
Spirit 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.
That is pretty interesting right? The problem was two fold here. First, the spell had no duration limit aside from the damage cap. So you could set it on two targets and just let it be. Second, the damage cap was either too low (2200 damage would be one swing from most bosses) or too high. Finding a sweet spot was always a problem as it was either way too weak, or way too powerful.
My guess is that either it is NYI (not yet included) or they are still having problems balancing it. In the Wrath beta it could be stacked and made damage mitigation moot. “Non def capped tank? We have three shaman NO PROBLEM!” type deal. I will be highly interested to see if it makes it to live, because I love it so much. If it doesn’t make it to live, it will surely still be the one that got away. It was interesting and a brand new mechanic to play with. I love it like a fat kid loves cake, and I’m a fat kid that LOVES his cake. As a bonus here’s a video of the spell in use in the Wrath beta.
So what do you guys think? Want to see this spell make it live to Cataclysm? How would you balance it? How would you change it?
Also this week, my buddy shane has written a new Google Chrome extension called Armory Links. It allows you to look anyone up quickly and easily in any of the various armory and gear checking sites. You should check it out, I know I love it and use it frequently.
And if you’re heading to BlizzCon and are interested in custom badge art, be sure to swing by Ginny’s site and check out her stuff. She does great work, and I know she’s working on a custom Lodur piece for me as we speak.