Guest Post: Resto Druid Symbiotics

This is a guest post by Arajal about a more in-depth look at Symbiosis.

The WoW blogosphere has been abuzz with talk about druids’ new spell, Symbiosis. Needless to say, it’s something that has many druids excited. I’m no exception to this; as both a resto druid and a healing coordinator, I’m especially interested in Symbiosis’ possibilities. I figured I’d throw up another guest post that looks at the practicality of each synergy a resto druid has available to them through this spell.
Note: We’re still in early beta, and these spells are more than likely to change. I’ll re-evaluate new combinations as they come up, but for the time being, this is what I have to work with.

Death Knights

Linking Symbiosis with our disease-wielding undead friends will yield Icebound Fortitude for a resto druid. This is a link I could see having strong benefits in both PvE and PvP, moreso for the latter.

In PvE, I wouldn’t be surprised to see bosses equipped with a random single-target or group stun ability, in which case using Icebound Fortitude would open a window for healing that otherwise wouldn’t exist. Plus, the 20% damage reduction is like a second Ironbark (albeit on a slightly longer cooldown and only self-cast like Barkskin).

In PvP, this link’s benefit shines far more brightly. Having a cooldown to make yourself  immune to stuns and drop incoming damage by 20% would help immensely while being focused, something resto druids are likely to be the victims of. Even while not being focused, being immune to stuns during clutch healing situations can be the difference between a win and a loss.

As for what our death knight friends get out of the link, Wild Mushroom: Plague is a very nice ability for spreading diseases without expending runes, freeing them up for more DPS abilities. Looking over at Blood’s spell, they get a very nice health cooldown through Might of Ursoc that not only increases total health by 15% (similar to Vampiric Blood), but also brings their health up to 15% should they need it.

Hunter

Linking with a hunter gives a resto druid Deterrence. As far as I’m concerned, this is one of the better Symbiosis links if you’re concerned with both self-preservation and mobility. While it won’t clear any debuffs you have, it will prevent any incoming damage and suppress any damage you are taking by 30%, giving other healers some breathing room to help you out. Unfortunately, it currently does prevent you from casting any heals of your own, but being able to gain temporary immunity to damage while still retaining the ability to move is worth the trade off in my eyes.

Deterrence in PvP will definitely be a boon to any healing druid should they find themself there. Being able to “deter” (see what I did there?) any DPS trying to focus you down can have a huge impact on the tide of battle. Even if it’s only for a few seconds, it will still give you some breathing time to figure out your next move. Heck, you could just use it for a few seconds to keep the pressure off, then cancel the buff and go back to healing.

Hunters get Dash out of the deal, and while they already have spells like Disengage and Aspect of the Cheetah or Aspect of the Pack, it still gives them one more tool to get from point A to point B in critical situations. I know the hunter in my normal raid group would love a new way to get around the field quickly.

Mage

If total self-preservation is your cup of tea, link with a mage. A resto druid gets Ice Block from using Symbiosis on a mage, and aside from Divine Shield (which our fellow kitties get from linking with a paladin), Ice Block is the best way to survive in clutch situations. The number of times an Ice Block could have saved our raid or at least helped in wipe recovery are innumerable.

Much like Deterrence from hunters, Ice Block is a very useful spell to use when healing is at a premium in PvE or you’re getting focused in PvP. The benefit of taking Ice Block over Deterrence is the removal of all debuffs and total immunity to all harmful effects, but at the cost of mobility. While popping Ice Block in a circle of fire may save your life, not being able to move out of it while suppressing the damage may cause you some issues a few seconds later. That being said, being able to become completely immune to all incoming damage and effects for a few seconds is nothing to turn your nose up at.

As for the mage, Healing Touch is something they may or may not get any benefit out of. It all depends on if they decide to use it or not. In PvE, being able to heal and otherwise take some pressure off the healers is something both our raid leader and myself stress the DPS to consider. In PvP, casting Healing Touch is a very good way to keep afloat in chaotic free-for-alls or to eat a spell interrupt (since Healing Touch is the only nature school spell they’ll have, they’ll be free to cast other spells unhindered).

Monk

Unfortunately, linking with a monk yields nothing for the druid right now. It’ll be interesting to see what Blizzard decides to give us in future beta builds.

On the other side of the link, Monks get some fairly nice abilities from our arsenal. Brewmaster tanks enjoy Survival Instincts for a 25% reduction of incoming damage for a few seconds, adding to their already formidable array of mitigation and avoidance abilities. Windwalker Monks get to have fun with a mini-Evasion in the form of Savage Defense; something that will undoubtedly be more prevalent in PvP, but I could see PvE applications as well, mainly in the form of emergency off-tanking through Provoke and evasive spells. Our fellow healing monks gain Cyclone, perfect for CC emergencies in PvE or controlling opponents in PvP.

Paladin

The dispel-happy healer in me gets giddy over this one. Casting Symbiosis on a paladin gives a resto druid Cleanse, making our debuff-removal power absolute (I’m not counting bleeds as removable debuffs, since that power is limited to Monks at the moment). The ability to remove all debuffs of any type on a target is immensely useful in both PvE and PvP. While I haven’t yet had the chance to check whether or not Cleanse and Nature’s Cure share a cooldown, even having the ability to clear any debuff type on a whim is incredibly powerful. Just imagine using the combination of debuff-removal spells on a flag carrier in a battleground. That’d be a tide-changer without question.

Holy paladins get Rebirth through Symbiosis, a benefit that depends largely on your raid composition and size. That being said, having another battle rez at your raid’s disposal is never a bad thing. Protection paladins get another defensive cooldown in the form of Barkskin. 10% damage reduction on a one-minute wait time doesn’t sound all that bad.

Retribution paladins currently don’t get anything out of Symbiosis, but that’ll change in future builds.

Priest

It’s payback time indeed, Matt. Resto druids get Leap of Faith (a.k.a. Life Grip) through linking with a priest. All griefing and tomfoolery aside, Leap of Faith will be an incredible tool to add to a mobility-minded healing druid’s toolkit. Pulling a melee out of a nasty cleave or a ranged player away from a void zone are both very pertinent situations for Leap of Faith in PvE. In PvP, ripping your teammates out of harm’s way in arenas or yanking the flag carrier closer to your side of the field in CTF battlegrounds can make a very large impact on the battle at hand. Add the Wild Charge talent into the mix with Leap of Faith and you’ll have a lot of control over the flow of a battle.

While I can get behind shadow priests getting Tranquility, the spell the other two priest specs get is one that leaves me scratching my head a little. I can see a few merits to disc and holy priests being able to use Entangling Roots to stop melee attackers in their tracks, but in the fray of PvP, where damage is flying around and any CC that isn’t a stun or knockdown tends to break, I don’t see roots being used very much, and on the off chance they do get used, they won’t last very long. In PvE, I could see some use for the roots on large trash pulls with melee mobs, but that remains to be seen.

Rogue

Linking with a rogue gives us Evasion, something that I think will go hand-in-hand with our Heart of the Wild level 90 talent. Any healing druid in the “jack-of-all-trades” mindset that intends to be an off-tank for short periods of time will benefit greatly from linking with a rogue. Evasion for a resto druid is like a slightly better version of the Guardian-spec-only ability Savage Defense. This all goes without saying of the benefits in PvP, of course. Using Evasion against a group of melee players trying to focus you down gives you 15 seconds to breath a little and throw heals on yourself.

Similarly to what I mentioned for the Windwalker monk earlier, a rogue with Growl (their Symbiosis spell) can fill the clutch off-tank role through evasion skills, such as Evasion (duh) and Cloak of Shadows, if need be.

Shaman

A resto druid linked with a shaman gains Spiritwalker’s Grace. While it may seem counter-intuitive for a class that relies mainly on instant-cast heals, there are benefits to being able to cast on the move. Anyone who has grabbed feathers while healing during Alysrazor in Firelands will know what I’m talking about. Being able to cast Healing Touch, Regrowth, or even Nourish while on the move can be a deal-breaker in many a situation, be it PvE or PvP. Need to move alongside the tank while he kites the boss? No worries! Flag carrier needs healing heavy healing for all the DoTs stacked on them? Problem solved!

Enhancement and elemental spec shaman get Solar Beam from Symbiosis. Locking down a caster target underneath a Solar Beam can be incredibly useful, especially if they can’t move. Giving this spell to a class that already has a number of slowing and snaring tools at its disposal is icing on the cake as far as I’m concerned. Also, it gives these specs another interrupt spell as well, should a situation call for it. Flipping over to restoration shaman, Symbiosis gives them Prowl. I haven’t been able to find a shaman to test this with on the beta yet, but if it can be cast while in combat like Vanish, it’ll make a very nice wipe-prevention and/or focus-prevention ability.

Warlock

Linking with a warlock gives a resto druid the neat ability to remove all snares and teleport to their new warlock friend’s Demonic Circle. Of all the current Symbiosis spells healing druids get, this one is my favorite. The entire concept of the Demonic Circle for warlocks has always been appealing to me, and being able to finally play around with the mechanic makes me a very happy druid. In terms of practicality, it’s very similar to the Wild Charge talent while in humanoid form, but with a longer range and snare-breaking capability.

The usefulness of giving a warlock Rejuvenation is no different than the usefulness of giving a mage Healing Touch. Like I said earlier in this post, it all depends on whether your warlock chooses to use the spell or not.

Warrior

Casting Symbiosis on a warrior yields Intimidating Roar. In essence, this gives us a second, slightly different version of one of our level 75 talents, Disorienting Roar, with the disorient effect being replaced by a fear. If you’re a druid that didn’t take the Disorienting Roar talent, this gives you a tool you otherwise don’t have. If you did take Disorienting Roar, this gives you a second defensive AoE spell to play around with. Either way, the spell will be immensely useful in situations where many small adds are spawning faster than the tank can round them up. Resto druids, at least currently, tend to draw a lot of threat during healing-intensive situations where many adds are spawning in quick succession (I’m looking at you, Heroic Spine of Deathwing). Having Intimidating Roar in both PvE and PvP is a great way to keep attackers off for a few seconds while you heal yourself back into good health. Granted, if your attackers are immune to fear, you may run into some issues with this spell.

On the flip side of the link, warriors get some nice tools added to their kits. Arms and fury specs get Stampeding Roar, which is an amazing mobility spell for both themselves and others, no matter the situation. Protection warriors get Frenzied Regeneration, instantly convert the rage cost into health.

That wraps up my post. Thanks for reading!

Druid Symbiosis Abilities and Spells Other Classes Get

Note: Last updated April 15, 2012.

Shadow Priests get Tranquility.

Healing Priests get… Entangling Roots?!

Since the level cap has been raised to level 87 on the beta, Druids now have access to their level 87 spell, Symbiosis. This is one of the more popular abilities in the game because it’s one of those things where every class has a vested interest in it.

What Druids get from Symbiosis

Guardian Feral Restoration Balance
Death Knight Bone Shield Death Coil Icebound Fortitude Anti-Magic Shell
Hunter Ice Trap Play Dead Deterrence Misdirection
Mage Mage Ward Frost Nova Ice Block Mirror Image
Paladin Consecration Divine Shield Cleanse Hammer of Justice
Priest Fear Ward Dispersion Leap of Faith Mass Dispel
Rogue Feint Redirect Evasion Cloak of Shadows
Shaman Lightning Shield Feral Spirit Spirit Walker’s Grace Purge
Warlock Life Tap Soul Swap Demonic Circle: Teleport Unending Resolve
Warrior Spell Reflection Shattering Blow Intimidating Roar Intervene
Monk TBD TBD TBD TBD

Sources and notes

1: WoWHead Mists of Pandaria Symbiosis Comments
2: http://us.battle.net/wow/en/forum/topic/4427534745
3: Owlkin | Symbiosis Results
4: http://www.mmo-champion.com/threads/1103278-MoP-Symbiosis
5: http://www.wowheadnews.com/blog=202586/symbiosis-breakdown-what-abilities-it-brings-to-each-class 

I did my best to cross reference spells and abilities in the WoWHead Mists database. Certain spells that had key words like “Energy” instead of a different form of energy used naturally by the class and spec, “Druid” or included certain Druid abilities like Rip are almost guaranteed to be the Druid form. Another dead giveaway is the level when the ability is gained (it should say 87). However, Not every ability lists that. In the event of inconsistencies, I deferred to the MMO Champion list as it’s the most recently updated.

What you get from Symbiosis

Death Knight Blood Frost Unholy
Might of Ursoc Wild Mushroom: Plague Wild Mushroom: Plague
Hunter Marksman Beast Mastery Survival
Dash Dash Dash
Mage Frost Arcane Fire
Healing Touch Healing Touch Healing Touch
Paladin Protection Retribution Holy
Barkskin TBD Rebirth
Priest Shadow Holy Discipline
Tranquility Entangling Roots Entangling Roots
Rogue Assassination Subtlety Combat
Growl Growl Growl
Shaman Elemental Enhancement Restoration
Solar Beam Solar Beam Prowl
Warlock Demonology Destruction Affliction
Rejuvenation Rejuvenation Rejuvenation
Warrior Arms Fury Protection
Stampeding Shout Stampeding Shout Frenzied Regeneration
Monk Brewmaster Windwalker Mistweaver
Growl Savage Defense* TBD*

* Speculation based on tooltips. Savage Defense costs 3 Chi. Chi is Monk only energy.
Wrath is listed as a Symbiosis spell but is not attached to a class.

Reactions

I don’t even want to think about how they plan to balance this ability for arena usage. I wouldn’t be surprised if they just disable it entirely, but I’m sure they’ll give it a spirited attempt anyway. The main purpose of Symbiosis is to give classes and specs certain abilities that they otherwise wouldn’t have access to. Mages get a Heal, for example.

Shadow Priests with Tranquility is pretty darn nice. Part of me wishes Holy Priests had it, but the other (sane) part of me knows that if that were to happen, Priests would instantly jump to the top. Divine Hymn/Power Word: Barrier and a Tranquility would be blatantly overpowered.

Wasn’t expecting DPS Shaman to receive Solar Beam, but since they’re all with the elements and stuff, I can see why.

Restoration Druids receiving Leap of Faith? I guess it’s payback time Sad smile.

Curious with the Balance Druids receiving Mass Dispel. Though it could be used as a more offensive ability since you don’t really see Balance Druids whipping out debuff removals as much.

Feral Druids receiving Divine Shield from Paladins. Ho boy.

If you notice a spell that’s in the wrong spot or if an ability’s missed, let me know but make sure you toss in a source (Screenshow, WoWhead link, or something).

Let’s assume you’re a Druid in a raid group with every conceivable class and spec compositions (Let’s say science is thrown out the window and the raid limits are higher than 25). Who do you give Symbiosis to and why?

 

How I learned to live without Spirit Link, or a fond farwell.

Anyone who has known me for any length of time knows that I’ve been a huge fan of the spell Spirit Link since it first made an appearance back in the Wrath of the Lich King beta. The spell allowed restoration shaman to link players together, distributing damage among them. The spell was eventually removed due to balancing issues, and I only got to play with it for a few, fleeting moments.

When Cataclysm was announced, the developers made a note that they were going to try to work Spirit Link back into the game. It was a spell a lot of players were excited about and wanted to have in their arsenal. It was a promise to give us something we didn’t have, a defensive cooldown. Shaman throughout the community came up with various ideas on how to balance it and let it come back to the game. I was included among that number. Alas, it was not meant to be, and Spirit Link has drifted off without much of a word about it from the developers.

After lamenting the loss of the spell, I came to a realization. I’ve been healing through the beta both in dungeons and raids and not once did I ever say to myself  “I wish I had Spirit Link right now!”. That exact phrase I muttered to myself at least a dozen times in Wrath. But looking at the way Cataclysm is designed, it is now impossible for Spirit Link to be incorporated into the game. Looking at the damage model for the new expansion it is quite easy to see this. Let me explain a bit here for clarification sake. When I say damage model, I quite literally mean damage model. Everyone is taking damage in Cata. There is rarely instances in a raid where someone is not taking some damage. This is very unlike Wrath, where there were a few fights that had massive amounts of raid damage. Let’s use the new Nefarian encounter as an example. The new fight has you engaging the reanimated corpse of both Onyxia and Nefarian. Onyxia has some fun new abilities including shadow flame (doing her dad proud) and a new electrical charge. Needless to say, she does a ton of raid wide damage. Combine this with Nefarian flying around and summoning adds, throwing his own shadow bolts and you have yourself a recipe for pain.

At no point in this fight would it have been safe to link multiple players together. Simply put, any additional damage on the non tanks would have killed them. Now, almost every fight in Cata is like this. Heroic dungeons feel like raid bosses (at least until we outgear them but still), and raids feel much more difficult. This isn’t a bad thing, it’s just an evolution of the game. Players are more accountable for their own health totals than every before, and healers have a whole new set of concerns. With this new model, Spirit Link just doesn’t fit anymore. Players simply would die if linked together. Now you could argue that a defensive cooldown could be extremely useful here, but Blizzard has done us one better.

Instead of a defensive cooldown, we get an offensive healing cooldown. I’m not talking about Nature’s Swiftness here, but our new level 85 spell, Spiritwalker’s Grace. Traditionally the role of a healer is to indemnify. That’s my nickle word for the day. It means to secure against hurt, loss or damage. By this I mean we wait for people to get hurt, or hurt enough and react by healing them in an attempt to bring their health back to 100%. Most of the new healing abilities for the other healers are more preventative. They stop damage from happening. Shaman without the ability to keep damage from happening are forced to be more aggressive healers. This fits really well with the tools we are given.

So let’s take a look at our new cooldown. Spiritwalker’s grace lets us cast any heal while moving. Let me state that again for dramatic effect here, it lets us cast any heal while moving. This means in those fights (read: all of them) that require us to move, we can pop this cooldown and run-and-gun casting our big heals, like Chain Heal, without having to stop. Mull that over for a second. Pretty awesome right? This gives us not only some added versatility, but the ability to manage that versatility. We choose when to use it, which adds that level of healing skill everyone has been talking about wanting for a while now. Sure, we can’t power word: shield someone, but you bet your ass we can drop a nuke heal while on the move! While other healers can throw shields and HoTs while running, we can cast full blown spells. The cooldown lasts 10 seconds, and only has a 2 minute cooldown. It fits really well with our healing style as well. Shaman are not the healers that sit in the back and chant. We are the healers that charge into the thick of battle to drop our totems and throw fire at the enemy while making our own troops whole again.

Honestly I think this new ability hasn’t gotten nearly enough media attention, as players remain too focused on what could have been. It really is quite awesome, and with it I’m no longer pining for Spirint Link. While I  will always remember it with fondness in my heart, I’ve come to accept that its departure was for the best and to move on. So goodbye Spirit link, it seems to me you lived your life like a candle in the wind, never knowing who to cling to when wrath set in. And I would have liked to have known you
but I was just level 70, your candle burned out long before, but your legend never will.

I think other restoration shaman will start to feel the same as time spent with the new spells comes.

So what do you think? Still miss Spirit Link? Do you like Spiritwalker’s Grace?

Until next time, Happy Healing!

Healing Roundups and We Got Our Drakes!

Not quite sure where to go or what to read? Feeling overwhelmed? Yeah, I feel the same way too. Don’t worry though. I’ve got all the healing related stuff right here for you to brush up on. Next few weeks will be exciting with all the new systems.

Druids

Lissanna’s restoration healing guide (Restokin)

Keeva’s restoration 4.0 guide (Tree Bark Jacket)

Paladins

What Holy Paladins need to know for 4.0.1 (Kurn’s Corner)

Priests

WoW Insider: SG’s Reforging, gemming and GCD tactics for 4.0.1 priests (WoW Insider)

4.0 Survival Guide – Holy & Disc Specs, Glyphs and more (Tales of a Priest)

Discipline 4.0.1 guide (Malevica)

Shamans

Resto Shaman’s Guide to 4.0.1 (Life in Group 5)

Augments

Gem conversions for 4.0.1 (Revive & Rejuvenate)

Addons

No Stock UI has a nice compilation of addons that healers and raiders will find useful. Bonus: Updated for 4.0.1.

Beru’s Addon List

Don’t hesitate to suggest other resources that you think other healers might find informational.

And bloggers, you have my express permission to plug your own stuff.

Unrelated

25-drakesr

We scored our ICC 25 drakes last night!

And one of my hunters accidentally cast a buff which automatically knocked him off his mount. Extremely comical moment, actually. My timing was pretty good.

I originally planned on healing the entire encounter with three healers, but the current raid composition didn’t allow for it. Instead, we used our previous 4 healing setup. It consisted of a holy priest (me), discipline priest, holy paladin and shaman.

The first clutch moment of the night occurred during the defile phase. Valks were inbound. I was busy stacking the raid with Renews before I realized I lost all mobility.

“Matt’s picked up.”

I looked up at the second valk, and noticed it zeroing in on the other discipline priest.

“Ann’s picked up.”

At this point, I was thinking to myself it couldn’t possibly get any worse. Two healers out of four locked out?

“Rykga picked up.”

Crap. There goes our holy paladin. Wait, that’s three healers! I barked out for an immediate use of defensive cooldowns. Barkskin and other such skills were used while the DPS desperately muscled to get us free as quickly as possible (and to their credit, they did).

After something like 25+ attempts over the past few weeks, we were able to secure our drakes. Only took us something like 5 sets of Vile Spirits. Did it with 3 Boomkins. That helped immensely.

Still recruiting for Cataclysm. May not have any immediate openings now, but if you’re looking for a raiding guild, look me up.

Why Resto Shaman Need a Defensive Cooldown, or Another Spirit Link Post

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.

Priests

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.

Druids

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.

Paladins

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.

Shaman

I’m having a hard time thinking of anything I can consider a preemptive defensive cooldown. HeroLust 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 Fix

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?

That is it for this week folks. Happy Healing!