Circle of Heartbreak: Proposed Fixes

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This a guest post by Jason who examines other ways that Circle of Healing can be “fixed” other than using a cooldown.

Within my guild I’m referred to as the “Pre-Nerf Priest,” lovingly, I’m sure.  However, I’ve recently started getting in-game whispers asking me to heal some heroic “before the nerf hits.”  It’s one thing for gentle ribbing from your guild, those you live, die, and progress with.  It’s a different matter entirely when strangers are bringing it up in the first line of dialogue they’ve ever had with you.  It’s the latter scenario that has really opened my eyes to just how big this coming change is.  Not only are the Priests concerned, but also it appears that every class is painfully aware of what’s to come.

Of course I’m referring to the proposed Circle of Healing nerf coming in patch 3.0.8.  For the uninitiated, Circle of Healing is the spell responsible for life on this planet, grants Chuck Norris-like invincibility allowing all DPS to AoE at will with no ill consequences whatsoever, and (rumor has it) Circle of Healing has beaten WoW.

Twice.

Alright, so maybe that was a bit of an exaggeration. Circle of Healing (CoH) is actually one of four AoE healing spells available to Holy Priests, and the only one requiring a specific talent build as it’s the 41-point talent in the Holy tree. CoH heals five targets in the party or raid within 15 yards of the target. It is one of two spells that can effect targets in the entire raid, and it and Wild Growth (Druid specific ability) are the only instant-cast AoE heal in the game with no cool down timer. In that last part we find our problem.

Blizzard has expressed concern with the over-use of CoH by holy Priests. I’ve personally witnessed usage up to 50-60%. Blizz reports that there are individuals out there who are using it 70% of the time or more. Understandably, they feel that if we’re leaning on the spell this heavily, it’s overpowered.

The proposed nerf is a 6-second cool down to be applied to the spell.  To me this means the spell isn’t healing for too much, it’s an issue with the raw number of times it’s being cast in a raid/dungeon. Their developers and designers put a lot of hard work into those other spells, and dang-it, you need to use them more!

For me, CoH has always been that emergency spell I can pull out of my pocket when things are out of hand or when the boss mechanic calls for it.  Those accidental patrol pulls with vicious AoE, Loatheb’s 4-second window to heal, Malygos’s Vortex ability are all examples of situations where CoH is a godsend and can save a raid.  This is the true value of the spell: the utility of it.  Yes, the 6-second cool down would indeed lower the number of times a Priest can use CoH in an encounter, but it also removes all the previously mentioned utility and, to me, removes all purpose and uniqueness from the spell. 

Further, how creative is a 6-second cool down?  Come on Blizz, you can do better.  However, since you seem set on your solution, let me propose a few of my own.  The idea here is to create a limitation on the use of CoH by giving the players a choice with consequences, as well as retain the core purpose of the spell. 

Think of healing as a water balloon fight. Throwing a water balloon at a single target is relatively easy.  You have one balloon, one target, and two hands (in most cases).  You’re clearly well equipped for this task.  Now take 5 water balloons (6 if you have a special piece of paper stuffed into a book) and hit the 5 driest targets at the same time.  Not so easy is it?  Not only do you have to aim these 5 harbingers of the soak, but it also takes 5 times the effort to throw them.

Yes, you could alleviate the additional strain by waiting 6 seconds between tosses to make up for the additional strain.  However, the purpose of all these water balloons is to make a lot of people wet, fast, in the case of a heat wave.  What do you do?  You have two choices.  Toss progressively smaller and lighter water balloons until you are no longer able to do so, or continue to strain with the same size balloons, throwing slower and slower until your arms give out.  At that point you rest, recover your strength, and are able to resume barraging your victims… err… targets. 

So let’s apply this to CoH with some game-specific mechanics.  While there are several ways to do this, I’m going to mention the two that makes the most sense to me:

Holy Exertion
– Casting CoH causes the debuff “Holy Exertion” to appear on the caster.  The debuff lasts for 6 seconds and can stack up to X number of times, with each cast of CoH refreshing the debuff timer.  Each additional debuff lowers the effectiveness of CoH by a set amount in one of three ways (not all three, just pick one):

  • With each use of CoH within the 6 second window, one less target receives the heal until it reaches 0.
  • Each cast heals for Y% less healing until the amount healed reaches 0.  So if Y is 25%, then after four CoH casts within a 6-second window, you have 6             seconds before casting it will generate heals again.
  • Increased mana usage.  Each cast within the debuff window requires 50% more mana, for example. 

Holy Exhaustion – Similar to the above mechanic with a 6 second timer on a “Holy Exhaustion” debuff, however, there is a more severe penalty for over-using CoH.  In this case, all of your healing spells would be impacted by your decision to use, or not use CoH.  See the following two possibilities:

  • Every time you cast CoH while the debuff is active, you become exhausted.  Each cast causes some percentage decline in your haste rating.  For example, you cast CoH once, the debuff becomes active, no haste penalty.  You cast it again within that 6-second window, and you take a 5% haste penalty.  Again and it’s 10%, then 15%, and so on and so forth.  Sure, this won’t impact CoH as it’s an instant heal, but 6 seconds with a flash or greater heal that takes 50% longer to cast could be fatal to a tank or dps player.
  • The other option is that once the debuff reaches a specific number, you are exhausted and can no longer cast any spells for 6 seconds.

So why are these better solutions to the problem than just slapping on a 6-second cool down?  These allow the spell to remain true to its design and purpose while adding a degree of penalty if over-used.  Now instead of spamming CoH, or under the proposed solution, hitting it and counting to 6, we have to analyze the fight on the fly.  Is it worth taking a possible haste reduction or losing all my heals for 6 seconds to get off this one last CoH? 

Blizzard has said they want to make healing “more fun” and move away from the whack-a-mole model we currently have.  I think they have a great opportunity to start moving in that direction with the CoH change.  Let the players know the risks and weigh the consequences.  Give us something with substance to it, not just another bland spell we’ll tap every 6 seconds.

Image courtesy of woodsy

Everfrost Chip Locations and Coordinates

Players working their way through Storm Peaks will eventually come across the Sons of Hodir faction. Quickly they’ll realize that the rep grind is a big pain in the derriere. For those of us that aren’t into Inscription, we need them because they offer us shoulder enchants.

And we’re all players that want to be the best at what we do so we go out there and farm our butts off.

Along the way, you might hear of these objects known as Everfrost. Every turn in nets you 350 rep.

Here’s a few locations with coordinates and visual references. I’ll continue to add more as I see them. If you happen to see one not on the last, please screenshot and email it to me! Use the contact form to get in touch with me first.

Further more, you may wish to check out this awesome WoWHead map with Everfrost Chip locations pinned on it.

Updates 2

3 more locations (courtesy of Karthis again!)

everfrost2a

Coordinates: 53.1, 64.6

Notes: Above ground level. Fly up.

everfrost3

Coordinates: 59.9, 63.9

Notes: Also above ground level (really high, if you compare it with ground level).

everfrost4

Coordinates: 72.2, 47.9

Notes: Out to the east by them Forefathers.

Updates

Added 2 more locations (Thanks Karthis)

Everfrost chip location

Coordinates: 58.2, 64.6

Notes: Fly up. It’s not at ground level.

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Coordinates: 73.1, 65.4

Notes: As you approach this Everfrost from the east, you might see this chip disappear from your eyes. Don’t worry, it didn’t actually go away. What happened is that you entered a phased part of the map which the chip isn’t a part of. What you have to do here is approach the chip from the southwest (like pictured above). This will let you see it and loot it. If you approach from the north, you won’t be able to see it at all.

Everfrost chip location

Coordinates: 75.2, 48.4

Notes: You can find this at the back of the area where you kill the Forefathers. It’s right on the ledge. Most players tend to miss this one.

Everfrost chip location

Coordinates: 69.3, 53.4

Notes: Just west of the area where you fight the Forefathers.

everfrost

Coordinates: 65.4, 61.0

Notes: Karthis sent in this one. You can find this chip right under the noses of the Sons of Hodir.

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Coordinates: 52.3, 67.9

Notes: Right as you fly over the village of the Norse women, look south on a cliff. A lot of players miss this one.

I’ll continue to update this post as I get more locations. If you see any that aren’t on the list, get in touch!

For more information on reputation with other factions, you may wish to look at Wyn’s reputation guide.

Priest Tier 8 Previews

I don’t know if you’ve seen it or not, but the crew at MMO-Champion’s just released screenshots of a bunch of tier 8 gear.

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No wings this time. But we do look more Rogue like. They have Death Knight, Hunter, Mage, Rogue and Warlock Tier 8 previews.

The Hunter set looks incredibly bad ass. Some of the Ulduar weapon previews are out as well. The 1H is almost as large as the 2H. Check out the rifles at the bottom. Talk about packing serious heat. No caster weapons as of yet, however.

What do you think about the Priest Tier 8 look?

Matt’s Predictions for 2009

2008 was a blast. I wish I did a predictions post last year. Who knows what I might’ve gotten correct? Probably nothing. But it’s not too late to do one for 2009!

2009 Predictions: What will happen? Speaking of predictions, check out Doofy’s blog for his!

WoW Blogging growth: We’ll continue to see more and more WoW bloggers entering the blogosphere. Death Knight blogs in particular will be on the rise.

Path of a Hero flourishes: Make sure you add the  guy on Twitter (@pathofahero). Epic and Legendary Path of a Hero accounts will be launched soon. This service is just a chronicling of your character’s progression. Think of it as an automated character tracker with text inserts for your journalistic needs.

craftofwar

Machanima standards rise: Craft of War: Blind sets a new standard in WoW machinima.

Warriors spotlighted: The removal of the Titan’s Grip hit penalty will see Warriors doing even higher damage. Where 2008 was the year of the Druid for arena, 2009 could very well be the year of the Warrior.

Dual specs delayed: Delays from trying to interface dual speccing with alternate bars, glyphs, and talents continue. Players continue to fork over hundreds of gold in respecs and reglyphs.

Dance studios delayed: Continuing Blizzard’s trend of releasing stuff “when it’s ready”, dance studios will reach PTR status but will still not be live just yet.

Swimming mounts implemented: On the other hand, swimming mounts will arrive in the first quarter of 2009.

Achievements become the standard of guild progression: WoW Progress and Warcrafter are sites that rank your progression on both a guild and personal level. In the past, the only way a guild’s success could be measured was via the speed at which bosses were taken down. But achievements, whether you love them or hate them, will eventually be used as another comparison tool between guild A and guild B.

Megan’s arena team vs Hafu’s arena team: They will meet in the grand finals somewhere. This will be the match of the century.

3.1.0 content beaten in 4 months: Difficulty curve of Ulduar and the other unknown instance throw a big curveball to raiding guilds. Blizzard brings back “gated” content like what was done with the last bosses of Sunwell to slow down progression.

Epic gems introduced: Even though epic gems came out in the third tier of content in BC, the difficulty level of Ulduar is ramped up where epic gems become an almost necessity.

Ghostcrawler retires: After much epic QQing and players disagreeing with his perspective and discussions on class balance, Ghostcralwer promptly calls it a career. Class discussion boards and other related forums vanish as blues begin to scale back the amount of posting and responses they do to avoid community burnout.

What are your predictions for 2009?

Discipline without Penance – Can It Work?

penance

This is a guest post from Wistoovern, a Discipline Priest who takes a closer look at Penance to see if it’s really all that

There are some instances in World of Warcraft where individuals who take a role proceed to redefine it into "non-traditional" role. For example, there is the player that decided to level without killing anything, or the hunter that decided not to level ranged weapons at all, but instead maxed out melee. These people are proof that your characters are flexible, unique, and can fill roles that others would not immediately think of.

Along these same lines are character builds that involve or ignore talents and spells that others find key. I’m speaking specifically of the new Penance spell that all of the Discipline priests that I have met so far are just ga-ga over. However, while it might be an efficient spell depending on how you use it, I beg to differ when it is said that a Discipline priest must have it in order to be a viable party/raid healer.

My initial thought to the spell was, "Why? Priest spells have a certain ‘flow’ to them; a spell like this is only going to throw everything out of whack." Well, imagine my surprise when so many Discipline priests started extolling its virtues. Personally, I am still unmoved. I do not believe that this spell is key to Disc healing – after all, we did without it for so long. But shall I go into specifics as to why it is not so as important as others might think?

  • Stop Assuming you need it – Yeah, it’s a 51-point spell. But do ALL Beast Mastery Hunters use Beast Mastery? It’s not too long ago that Lightwell was at the top of the Holy Priest’s tree, but did anyone actually use it? Taking a talent without making sure that you will use it efficiently is useless.
  • Dual Tasking? – Let’s be honest – priests are not hybrid classes. We’re not meant to do both healing and damage at the same time. We really get to pick one or the other. We do a good job at either one (nice shadow priests, GOOD shadow priests…), but both at the same time is impractical or inefficient. So a spell that can either do heals or DPS depending on who is targeted? This can be a big problem.
  • I Mean Really, Dual Tasking? – There are only two other spells that we have that works like this: Holy Nova and Dispel Magic. However, the priest that considers Holy Nova a crucial part of his healing spells needs a reality check, and Dispel Magic (and Mass Dispel, fine) is not going to be an issue if it’s cast on the wrong target (unless you REALLY had to dispel a DoT or effect off of a player and you miss).
  • Did I Do That? YES! – Let us not forget Mr. Urkel and his occasional mistakes with such horrible results. Imagine that you go to heal someone in your party, without realizing that you have a mob targeted that has not yet been pulled. Oops…not only are you making new friends FAST, but your tank probably won’t have time to pull it off of you. Any other heal, and this would not be a problem – in fact, the inability to use healing spells on enemies can help you.
  • The Hell Does That Mean? – Well, here’s a trick that I used to use in Hyjal and Kara. Target a mob that you have to Shackle, and after they’re Shackled, leave them targeted. When you click your keyboard buttons for heals, the system will TRY to heal your target. Oops, you have an enemy targeted, so it will instead give you the "grayed-out finger" pointer. Then, just click on your healing target. Sounds bulky? It’s not! It’s a click tap-click to healing someone. Advantages: no need to use a focus, and you can still pick up the shack quickly if it breaks. Disadvantages: slightly slower than normal, takes a little getting used to, will not work with Dispel Magic…or Penance.
  • What He Giveth With One Hand... – When the GMs build spells, they do it with careful consideration to effect intensity, cooldown, casting time, mana cost, and reagent cost. If they did not, you’d see Instant 50,000 damage spells that cost 100 mana with a .5 second cooldown. No, every spell that they give is balanced through the various aspects. High effect? It will have a high casting time or casting cost. Instant effect? High mana cost or cooldown. Low mana cost? Reagent cost. And when it comes to pure healing spells, cooldowns can be death (literally). Waiting for a heal to be available – or, rather, a heal that so many people think is just "so awesome" is a crapshoot. If a six-second cooldown can kill Circle of Healing, how is Penance so great with a TEN-second cooldown?

I can’t deny that a lot of the numbers for Penance look really good. But assuming that this spell is going to be a Discipline priest’s best friend is like assuming that all druids have feral sets (they don’t) or that all Warriors have Titan’s Grip. I’m not saying don’t use it – just don’t be so surprised if your Discipline priest starts laying down the heals without Penance. It can be done. Really.