A Druid’s Response to the Upcoming Change in Mana Regeneration

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It has been a hard week to be a druid, dear friends. Not only did restoration druids miss out on any significant buffs in the most recently announced draft of class changes, but we’ve also been faced with an upcoming nerf to mana regeneration that stands to affect us more than any other class. As such, druid bloggers have taken notice; both Phaelia and Keeva have their own takes on the 3.1 changes. In this article I am going to take a look at the specifics of the changes to mana regeneration and speculate on possible ways to play around them. In case you missed the big blue letters, I’ll quote the substance of the change to mana regeneration below:

Regeneration while not casting (outside of the “five second rule”) will be decreased. We think that (1) the ability to cast heal over time spells and then sit back and (2) benefitting from a clearcasting proc that also gets you out of the five second rule both provide too much mana regeneration, even over short time periods.
To make this change, we are reducing mana regeneration granted by Spirit across the board. However we are also boosting the effects of talents such as Meditation that increase regeneration while casting. The net result should be that your regeneration while casting will stay about the same, but your not-casting regeneration will be reduced. This change will have little impact on dps casters, since they are basically always casting.
The specific talents and abilities being boosted are: Arcane Meditation, Improved Spirit Tap, Intensity, Mage Armor, Meditation, Pyromaniac and Spirit Tap. Yes this makes these “mandatory” talents even more mandatory, if such a thing is possible.

Since paladins rely less on Spirit as a mana-regeneration stat, we have to address them in other ways. We don’t want to change Illumination or Replenishment. However, we are going to increase the healing penalty on Divine Plea from 20% to 50%. Divine Plea was originally intended to help Protection and Retribution paladins stay full on mana. It should be a decision for Holy paladins, not something that is automatically used every cooldown.
In addition, we are also changing the way Spiritual Attunement works. In situations with a large amount of outgoing raid damage, as well as in PvP, this passive ability was responsible for more mana regeneration than we would like. We want to keep the necessary benefit it grants to tanking Protection paladins, while making it less powerful for Holy paladins in PvP or raid encounters with a lot of group damage.

We are also taking a close look at clearcasting procs themselves. One likely outcome is to change them to an Innervate-like surge of mana so that the net benefit is the same, but healers won’t shift to out-of-casting regeneration so often.

We balance around the assumption that even 10-player groups have someone offering Replenishment. To make this even easier on players we are likely to offer this ability to additional classes, as well as make sure that existing sources of Replenishment are more equitable.

These changes are ultimately being done to bring the different healing classes more in line with each other as well as to give the encounter team more leeway when designing encounters, who can balance with these new mana regeneration numbers in mind. In a world with infinite healer mana, the only way to challenge healers is with increasingly insane amount of raid damage, so that global cooldowns become the limiting factor since mana fails to be. An example is the Eredar Twins in late Sunwell. We weren’t necessarily happy with that model, and this change hopefully allows us to move towards giving healing a more deliberate and thoughtful pace rather than frenetic spam.

So, What Does All This Mean?

For those of you who may be puzzled by Blizzard’s language, I will sum up by saying that our mana regeration, which is admittedly too high at the moment, is going to be reduced by a number of combinatory factors, including both an across-the-board nerf to Spirit and tweaks to individual spells and abilities. This is the worst kind of nerf to receive, because it will be pretty difficult to tell how each of these points affects the others without extensive testing. Here’s hoping that enough people get on the PTR to avoid major bug fixes or crippled classes. I know that I’m planning to do some PTR raiding myself to test this out. Some posters on the WoW forums and on PlusHeal are predicting that nothing will change for them, or that they won’t “feel” the changes–that’s wishful thinking, or keeping one’s head in the sand. We’re going to notice. In terms of magnitude, my guess is that this one outpaces even the great nerf to Lifebloom in patch 3.0. And we’re going to notice out of combat. Questing as a healer is about to become very, very expensive as we’ll have to sit to drink much more than formerly. As many forum posters suggested, they’re going to need to put in some bigger, faster waters.

Why So Severe?

Bornakk’s post offers some justification for the changes. He says, “When mana regeneration is trivial then certain parts of the game break down – classes that offer Replenishment are devalued, stats that offer mana regeneration are devalued, and spells that are efficient are neglected in preference to spells with high throughput.” I am sympathetic to this point. I see druids stacking Spirit over Mp5, because it’s been widely believed throughout Wrath that Mp5 is too expensive a stat in terms of item budget. I’ll also note that there’s comparatively little of it available, at least compared to the ubiquitous Spirit. More and more healers are stacking Intellect as well. There’s every reason to believe that this practice will continue, and in fact become more common. I’ve also seen many raiders glyphing Healing Touch, preferring a very fast, but not very efficient spell over the slower Nourish, which when supported by 4pc T7 becomes our most efficient tank heal. And guess what? They’ve been beating me on the meters. Evaluating spells by HPM has become a practice for theorycrafters and not players. So yes, I agree that some changes are in order. I just don’t like the direction they’ve taken.

Why Should Druids Worry?

More so even than priests, the healing druid’s fate is tied to that of Spirit. I remember when the initial changes to Spirit were put in place for 2.3. Before that time, one resto druid in each raiding guild would stack Spirit in order to sit in the tank group and give a passive buff to tanks. Like all other buff-givers in BC (ahem, shadow priests), a Spirit-stacking druid traded some of her individual power for the buff. A Spirit-stacker had to sacrifice healing throughput (+heal) and efficiency (Mp5) as a tradeoff for a high amount of Spirit. It’s hard to tell without testing it out myself on the PTR, which I certainly intend to do, but my guess is that we’re about to return to pre-2.3 regen values for Spirit–or else come very close to that number. Druids have a number of abilities and talents that depend on Spirit, most notably Innervate, Living Spirit, and Improved Tree of Life. I would also argue that Intensity is greatly dependent on Spirit. As a consequence, druid gear weights Spirit very heavily. Up until now, it has been projected that at high levels of gear, a player should strive to keep their Spirit to Intellect ratio at 1.1 to 1. This has been very easy for resto druids–in fact, we’ve risked having too much Spirit–just through picking up our tier pieces and emblem items. It is not going to be easy for us to de-emphasize Spirit. We’re going to get stuck with a certain amount of it.

If Spirit is Junk, What Can We Do?

At a certain point, we are limited by the gear available to us. Because one of our cherished techniques–rolling HoTs and then pausing to regen–is about to go the way of the dodo, we’re not going to have a lot that we can actively do during a fight to counter the nerf. The overall advice is going to be “heal less.” There’s no two ways around it–we’re not going to be able to maintain current levels of throughput or coverage in the raid. I can already run myself out of mana, and I’m usually doing so to try to be competitive on the meters. I have a good sense of how long inside the FSR spam casting can last, and even with my current mana regen, it’s only a very few minutes, possibly 6-8, but not 10. In terms of technique, we are going to be swapping glyphed Healing Touch for Nourish. We are also going to be keeping to tighter healing assignments. As S13 put it last night, “Tank healers will stay on tanks and just that.” Sniping heals will no longer be common practice, as we won’t be able to afford it. As for Innervate, which isn’t on the list for a buff and stands to be very greatly affected by the change, I’m expecting that it will still do at least a little something for us–half a mana bar maybe, as it might if you were now in greens with little to no spirit. We’ll probably be glyphing it and using it on ourselves only.

Gear and Gems

In terms of gearing and gemming, we can actually mitigate how much this nerf will hurt us. Despite the laments of many healers, Replenishment seems to be here to stay. The most persuasive argument I’ve seen for preferring this new regen mechanic to the traditional Spirit-based regen is its predictability. It’s admittedly much tidier than giving all dps casters their own native regen mechanics like healers have. To take advantage of Replenishment, we need Intellect and Intellect alone. I don’t expect healers to suddenly be able to roll on gear earmarked for DPS casters, so we will have to be creative to get around our gearing. I expect that, like Innervate, the Spirit World Glass and the Majestic Dragon Figurine will continue to have some use for regen, but the best trinkets in the new order will become, respectively, Je’Tze’s Bell and the Darkmoon Card: Greatness, Intellect version. Malygos’s heretofore lackluster Living Ice Crystals will also be worth equipping. We’ll also be putting yellow intellect gems in our gear where possible. The smartest thing to do would be to buy them now, when they might be selling low, and replace our Spirit and Spellpower gems later. As for a meta gem, we have two choices: Insightful Earthsiege Diamond and Ember Skyflare Diamond. I think the former will be more useful, but it really depends on the levels of Intellect a player is able to attain. As far as enchants go, in some cases we’re stuck with Spirit. There’s not an Intellect or Spellpower option for everything. However, I fully expect to use the Spellpower weapon enchant and Tuskarr’s Vitality for extra speed on my boots. If Spirit is giving a poor return, let’s make the tree go faster. That’s always good for hard content anyway.

Are There Good Effects to the Nerf?

I can think of one consequence of the nerf that will, in the end, favor healers. I know it seems that healing–and healing difficulty–is being made the balance point of encounters in 3.1. However, I am going to forward the radical idea that the difficulty that raiding healers currently experience will not change at all. Over time, guilds tend to take less and less healers to the same encounters. Our sphere of responsibility gets larger as the guild gets “better.” Encounters go faster with more dps, and guilds typically sit out more dps than healers on progression content. These dps want in for the farm content, and the overall load on the healers in the raid becomes greater. In fact, even in an era of enrage timers, one of the best ways to guarantee an easier time at a new encounter is to take one healer more than the most hardcore strategies suggest. I can feel the difference between 5 healer Naxx and 7 healer Naxx, both of which Conquest has done based on the players who happened to show up. I’m predicting that Ulduar is going to feel like the 5-healer Naxx–except that there will be 7-8 healers sharing this load. This change will allow a few new healers to get raid spots. Of course, the shaman (predictably) comes out looking the rosiest after the nerfs–and yes, I’m a little jealous. I’m sure that resto shamans will have many opportunities to join top-notch raiding outfits. Many guilds of all types will be looking to add a new healer to their rosters, and guilds like ours, who are actually carrying extra healers, will be able to dip into their bench. Each one of us can only do so much. We will continue, as now, to do our utmost, and no more can be asked at that point. I expect the standard number of healers for Ulduar encounters to vary between 7 and 9, as it did for most guilds in Black Temple. If Dual Specs come in, there may even be some 10 healer encounters in the future.

A Word of Encouragement

Dear friends, we have all faced the nerf bat before this moment. This current danger to our mana regeneration is in truth no greater evil than the changes to Lifebloom, which we all suffered and survived, though our tanks have taken more spike damage ever since. Some day, we will look back and remember this mana regeneration nerf, as even now we look back on the nerf to Lifebloom. Let us continue on, then, healing faithfully in raids as we always have before.

Resto Shaman: Best in Slot

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Lodur here again, this time I’d like to talk a bit about the Restoration Shaman’s Best in Slot items. Syd’s post from the other day got me thinking that it would be good to toss this up for everyone to peruse. For those of you who don’t visit Plusheal often or at all there was a great thread and discussion over there in the shaman section based on the Best in Slot premise. I’d like to thank BeefyBuffalo for starting a great thread there, as well as all the theory crafters who contribute there regularly. This loot selection will most certainly change once Ulduar comes out but this is my best shot at putting it together for the available content. This list also in many places gives alternatives for preference gearing (crit or haste).

Head:

[Valorous Earthshatter Headpiece] (Kel’thuzad-25)

This offers a great set of of stats for us high INT and a good amount of MP5 and Spell Power. It also features Haste over crit as well as having two sockets for gemming.

[Helm of Pilgrimage] (Heigan -25)

This helm has slightly more MP5 then the Earthshatter as well as slightly higher Spell Power, but at the cost of both sockets. In place of haste it features a good chunk of Crit (almost 2%)

Comparable to the two is [Helm of Unleased Energy] (Gothik-25)

Neck:

[Life-Binder’s Locket](Malygos key quest) or  [Chains of Adoration] (several boss in Naxx-25)

The Life Binder’s is a better overall piece but you’ll probably see chains before the locket.

Shoulders:

[Valorous Earthshatter Spaulders](Loatheb-25 or 60x Emblems of Valor) or [Council Chamber Epaulets] (Sartharion-25)

Again it’s a crit vs haste itemization here. I put Valorous higher on the list for two reasons. You can get it for badges which makes it easy to obtain and it puts you closer to the full set bonuses.

Back:

[Pennant Cloak](Sartharion-25), or [Cloak of the Dying](Kel’thudzad-10)

For this I personally prefer the Pennant cloak. Good stats and it has both crit and haste. I know it doesn’t have MP5 but it does have a socket which is very nice.

Chest:

[Tunic of the Artifact Guardian](Malygos-25) or [Valorous Earthshatter Tunic](Four Horsemen-25)

Again the Earthshatter tunic is nice if you’re still working towards your 2 piece or 4 piece bonuses but my honest suggestion would be go after the other slots (legs, gloves, shoulders and helm) and try to grab yourself the Artifact Guardian chest. It’s an awesome chest piece with a goodly amount of crit and a nice chunk of spell power. You lose a socket compared to Valorous but what you gain from this chest piece is just too good to pass up in my opinion.

Wrist:

[Bindings of the Decrepit](Heigan-25) or [Cuffs of the Shadow Ascendant](60 x Emblem of Valor) Identical

Pretty straightforward here, same item, two different ways to get it. Simply best bracers you can get.

Hands:

[Winter Spectacle Gloves](Malygos-25) or [Bountiful Gauntlets](Sartharion-25) or [Valorous Earthshatter Handguards] (Sartharion-25)

These are all good options each has great stats and looks pretty slick too. My personal suggestion again though is if you don’t have your set bonuses or are working towards the 4 piece, go for the Valorous

Waist:

[Sash of the Parlor](cloth from Anub’rekhan-25) or [Girdle of the Gambit](Patchwork-25)

While the cloth belt is viable, I personally prefer the Girdle of the Gambit. Toss a belt buckle on it and march that thing around!

Legs:

[Valorous Earthshatter Legguards] (Thaddius-25) or [Legguards of the Undisdurbed] (Noth-25)

Again both are good, but I personally prefer the Valorous leggings.

Feet:

[Sabatons of Firmament](Sartharion) or [Atonement Greaves](Faerlina -25)

Here I prefer the Atonement Greaves. Slightly better stats and a good dose of haste with a bit more MP5. Again though this selection boils down to preference of Crit or Haste.

Finger:

[Signet of Manifested Pain](Kel’thuzad-25) or [Seized Beauty](Faerlina-25) or [Ring of Decaying Beauty] (Sapphiron-25) or [Wyrmrest Band] (Sartharion-25)

This again is largely a matter of choice, these are just the best options available. Personally I prefer a combination of Decaying Beauty and Wyrmrest Band.

Main Hand:

[Torch of Holy Fire] (Kel’thudzad-25) or [Hammer of the Astral Plane](Kel’thudzad-10) or [Wraith Strike](Maexxna-25)

Yeap that’s right, a spell power fist weapon! It’s really a great 1 hander well worth picking up if you see it drop. Baring the fist weapon dropping, holding out for Kel’s Torch isn’t a bad idea. It gives us a ton of stats we love and well… it looks pretty cool too!.

Off-hand:

[Voice of Reason](Kel’thudzad-25) or [Shield of Assimilation] (Anub’rikhan-25)

My preference here is for the Shield of Assimilation. To me the MP5 on it makes it a bit more enticing for a Resto Sham.

Relic:

[Totem of Forest Growth](15 Emblem of Heroism) or [Totem of the Bay] (30 Venture Coins- Grizzly Hills)

Not a lot of choices at 80, but I think Forest Growth should be the first badge item you buy. It’s a cheap and effective item that will carry you well throughout current content.

Trinkets:

[Illustration of the Dragon Soul] (Sartharion-25) or [Je’Tze’s Bell] (BoE World Drop) or [Soul of the Dead] (Sapphiron-25) or [Mercurial Alchemist Stone] (Crafted) or [Living Ice Crystals] (Malygos-25)

These represent the crème de le crème of trinkets for us in my opinion. Personally I favor The Bell combined with Crystals. The MP5 Combined with another instant heal makes it a beefed up [Vial of the Sunwell] !

Set Bonuses:

Your Tier 7 bonuses for both 2 piece and 4 piece are extremely nice. 2 Piece nets you Water Shield Boost: your Water Shield is 10% stronger. This means that your passive MP5 from water shield, as well as your mana returned per charge consumed is increased. Lets face it, more mana is never a bad thing right? 4 piece allows for Spirit Link Chain Heal which means the healing done by your Chain Heal and Healing Wave is increased by 5%. That’s most definitely a good thing. I mean, when was more healing ever bad? More mana + more healing output = great set bonus.


Final Thoughts:

Keep in mind that your T7 gear is the equivalent of T4 back in Burning Crusade, so if you don’t get everything on your list don’t panic. There will be upgrades coming in the next content patch besides tier loot, of that I am certain. Also remember these represent my opinions, feel free to create your own wish lists or checklist of items you are looking for.

If you have something on your wish list that you want to share, please feel free!

Till next time, Happy Healing.

~Lodur

Image courtesy of dallasvintageshop.com

Blizzard Reads Kestrel’s Aerie (Priest Changes for 3.1)

I don’t have much time. I’m rushing a quick post before I head to school (Delivering a 10 minute presentation on Forensic sciences). I’ll publish a post later with my thoughts on it. I am absolutely creaming my pants right now. When I alerted Wyn, she was virtually speechless as well. In case you haven’t seen them, here they are on WoW Insider. I wanted to point your attention to something though. Last year, I had the opportunity to do an interview with Kestrel (of his self titled Aerie). In it, he asked me what I thought the 51 point talent would be.

 

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Turns out I was wrong. It would end up being Penance. But look at the recent blue posts for Priests!

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Well, well, well. Will you look at that! A talent named Power Word: Barrier that’s a shield effect! I’m predicting it’s going to be replacing the spot where Diving Spirit is. But Kestrel my man, this is proof that Blizzard reads your blog, eh?

Malygos Phase 3 Made Simple

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“Anyone have any tips for Malygos Phase 3?”

This is a common question I’ve seen on my Twitter that I’ve decided to address.

The phase 3 of Malygos is difficult for players the first time they run into it. It generally takes a number of wipes before players figure out what to actually do and how to do it.

When I explain this fight to pickup groups or other guilds, I try to keep things as simple as possible.

Setting up

As phase 2 ends, the entire instance is going to fill with bright, seizure inducing colors.

To make sure everyone’s in sync and starting in the right area, I get everyone to snap and move down to the southern side of the platform. Look on your minimap for this if you have to. I ensure everyone stays together as much as possible.

Note the red dot in the diagram above.

As the platform breaks apart and your raid falls, see to it that no one touches their flight controls. Let Malygos settle down and park himself. Once he does that, the raid leader cues the raid to climb.

Climb directly up until you’re at head level with Malygos. For the remainder of the fight, this is where you’ll be on the Z axis of things. You don’t have to worry about climbing or diving. You and your raid are only going to focus on strafing.

Movement

Note the four dark blue (navy) circles on the map above. Those are going to be the 4 points everyone will navigate to.

Now that the raid is head level and starting at the south position, you’re going to move towards the east, north, west, before heading back to the south.

In other words, fly counter-clockwise in 90 degree increments. You don’t have to do this constantly. Only move when the raid gets hit with a static field (30 yard AoE damage spell). See a static field? Move east. Another static field? Head north.

For the DPS

Even though I’ll have anywhere from 6 to 7 healers for phases 1 and 2 on Malygos, I’ll specifically jump into the play on phase 3 to help DPS. I like to get another healer to do it with me. This drops healing drakes down to 4 but increases attacking drakes by 2 (or having a net result of 20 firebreathing drakes).

Flame spike: Damaging fire attack that awards a combo point at the cost of 10 energy

Engulf in flames: Finisher that adds a DoT effect. The more combo points, the longer the duration of the DoT. Can stack.

As you can see, the more Flame Spikes you cast, the more DoTs you can add and the longer they last. It takes a while to build up momentum.

For the sake of simplicity and those doing it the first time, I suggest going for a 1-1-1-2 rotation.

On a side note, I think the guild best is currently at 22 stacks. Can’t remember if it was one of my Warlocks, a Hunter, or Kimbo (Ret Pally) who pulled it off.

For the healers

First thing’s first. What you may realize is that your raid frames are going to be useless! They don’t show the health of the drakes! There are a few addons that combat this, but I’m going to assume that you completely forgot to get them.

Press Shift V. This brings up healthbars on to the screen. At this point, you’re going to be relying on heads up healing. In other words, you’ll have to filter out the players with low health bars, target them, and heal them.

Revivify: 10 second HoT. Each application adds 1 combo point. This can stack up to 5 times.

Life Burst: This is an AoE healing finisher which increases your healing done by 50% (and lasts longer per combo point). If you have maxed out combo points (5 of them), the spell will heal around 15000 across all friendly targets within 60 yards.

This is like extreme whack-a-mole.

You may not have combo point indicators so you’ll have to keep track of it mentally in your head. And since Life Burst is a large AoE, you don’t always have to target the weakest drake. Just pick one and slam the key and it should engulf everyone.

For the DPS and healers

Lastly is the Flame Shield mechanic. Any spell that registers combo points will work (Revivify or Flame Spike). The more combo points, the longer the shield.

You’ll want to use this when he targets you with a Surge of Power. Having Deadly Boss Mods installed will cue a large warning on your screen that Malygos is looking at you.

Even though he looks at you, you still have time to build up points to survive. A lot of players will panic when this happens and feel helpless.

Get a grip on yourself and calm down.

When he looks at you, there are 3 seconds before he fires his laser beams. The beams will last 5 seconds. You just need to have the shield up for a portion of it to survive. With luck, your AoE healers can still catch you while the beam is going off to help mitigate some of the damage.

Let me reiterate, you don’t have to have your shield up the entire 5 seconds to survive. So if you’re caught with your pants down without any combo points and he’s looking at you, fire off 2 or 3 combo point spells and hit your shield. You should be able to survive it with slight scale damage.

Reminders

  • Run south going into phase 3
  • When Malygos levels up, climb up to him and reach head level
  • Strafe in 90 degree increments going counter clockwise
  • DPS: 1-1-1-2
  • Healers: 3-3-3-3-3-4 and press Shift V to toggle health bars
  • Don’t panic when he catches you with no combo points since you still have time

Good luck and good hunting!

Patchwerk through the eyes of a Resto Shaman

Image courtesy of Feralis.org

Lodur from Zul’jin here once again. This post I’d like to talk a little bit about healing Patchwerk as a restoration shaman. This will be a bit of a short post for me this week. Patchwerk for the longest time has been THE premiere check for your dps, your tanks and your healing. He is a perfect measuring stick for your raid if you think about it. He’s a straightforward fight, dps can sit and dps, tanks sit and soak damage and healers sit and heal. There’s no fancy gimmicks, no movement or fire to move out of , so it really is the perfect boss fight to check out your raids gear and ability.

You might ask youself “What is there to know? Don’t we just dump heals into tanks and call it a day? ” There are a couple different roles a shaman can play for healing through Patchy here. The two tried and true methods are Chain Heal spam and Lesser Healing Wave spam. Lets talk about the strengths of each for a moment here.

Lesser Healing Wave method.

  • Quicker heals
  • Using Glyph of Lesser Healing Wave allows the spell to hit for almost as much as Healing Wave
  • Lower spell cost for more heals per mana spent.
  • Quickly allows off tanks to be topped off to full health

Chain Heal Method.

  • More efficient heals (5.3 healing per mana spent)
  • Allows for both off tanks and main tank to be targeted and healed through the jumps of chain heal.
  • Smoothes out healing on the off tanks so second healers have an easier time keeping the tanks health even.
  • Allows for lag compensation due to added healing buffer.

Lesser Healing Wave Method:

This method is really straightforward. Simply put you keep Earth Shield up on your tank and continue to dump Lesser Healing Waves and Riptides into him constantly. Make sure to keep your Water Shield up for maximum mana regen and to make sure you have full charges available for Improved Water Shield. Using this method you have to apply healer tunnel vision. By that I mean you have to pay attention to your tank and only your tank, if you try to heal another OT or the Main Tank, your tank is likely to eat a large spike before you can top him off. This method allows for very little error but is very mana costly in the end.

Chain Heal Method:

Personally I prefer the Chain Heal method, let me explain a bit about why. Firstly, it is simply our most efficient heal. You get the most bang for your buck out of it and if you have your 4 piece set bonus from tier 7, or even if you’re still rocking a couple pieces of tier 6, you just get the most mileage out of it. Secondly it has a lot of synergy with some other talents that you will find useful for this fight.

Lets go ahead and assume you’re assigned to heal one of the two Hateful Strike tanks (I’m operating under the assumption you’ll be using the two OT strategy.) The tank you are specifically assigned to will be your the starting point of all your heals. He will get the most out of your chain heals. After that if the OT’s are situated right, it will bounce off of your tank and onto the second OT, thereby adding a buffer to that tanks healers. My experience has show that two restoration shamans placed on the OT’s produce enough of a healing buffer that the other healers have a light healing load, it makes sure to smooth out the spikes in healing you normally see. Think of it as like providing the driving baseline for a band, it helps set the framework for everything around it. There are a few more benefits to this. Lets say something goes terribly wrong and all of a sudden someone other then the OT’s takes a Hateful Strike, if you’re already chain healing you’ll be able to heal the person through the smart heal component without having to divert attention away from the OT’s in order to heal someone up. We can also assume you’ll be using a healthy smathering of Riptide it’s just going to pump your Chain Heal amount up that much more. Also, by using your chain heal you’re allowing for Tidal Waves to be up all the time so if you need to throw a LHW or a HW it hits for that much more.


All in all he’s not terrible for us, just make sure you have your Runic Mana potions and Mana Tide Totem ready to go to keep your mana up, and it should be smooth sailing for you. Both methods work (regardless of crit or haste gear =P ) and as long as you’re paying attention to your tank, you will easily succeed.

Now if you guys have a different way of doing it, please feel free to share =)

Till next time, Happy Healing!

~ Lodur