Finally, a Worthy Idol!

It’s no secret that I’ve been less than pleased with patch 3.2. However, last night I finally found something worth cheering over. I realized mid-raid that I had enough Emblems of Triumph to purchase my very own Idol of Flaring Growth. I bought it just before we engaged Faction Champions, and my my. How did I live without this thing?

You see, I’ve always wanted to be able to equip wands like priests do. The druid idols have always been somewhat useful, but much less valuable overall than wands. In general, resto druid spellpower numbers lag a little bit behind priests, and that’s partly due to the wand slot. Gearwise, resto druids and holy priests have become identical in terms of stat allocation on our primary items, and in my mind that’s a good thing. It makes me much less likely to lust over a cloth item, except when no leather equivalent exists.

And now, we get a shiny new idol that gives actual spellpower. The one thing my druid lacks, this idol delivers. How do I feel about more spellpower? Pleased would be an understatement.

This thing pretty much blows my favorite past idols, Emerald Queen and Lush Moss, which gave spellpower bonuses to Lifebloom only, out of the water. I have to say, I enjoy this thing much more even than my days of idol swapping between Regrowth and Lifebloom idols (back when that didn’t incur an extra global cooldown). I’m keeping around my Rejuvenation-oriented idol just in case we ever do Vexaz hardmode, but I plan to make Flaring Growth a permanent part of my healing set.

Let me explain how the idol works. The bonus spellpower effect procs from used or unused tics of Rejuvenation, and it appears to have both a very high proc rate and no internal cooldown. I would compare its uptime to Illustration of the Dragon Soul–which means the item is awesome. Consider it a near-permanent boost. Even if I’m tank healing, I am keeping up one or more Rejuvenations, so I find that the effect is active most of the time. Even in the Faction Champions fight, where I was relying mostly on Nourish, I was able to put out enough Rejuvenations to keep the effect up.

And what, my friends, is the best thing about this idol? Anyone can get it–no raiding required. Just do your heroic daily, collect your modest 25 emblems of Triumph, and get thee to the vendor.

Resto Druid Specs and Glyphs in 3.1

contrasting_leaves

For the record, Moonkins are wonderful. I love them, and I love their dance. However, I am not going to be shaking a tailfeather–at least not for a little while. I might be the only crazy tree out there, but I’m going to use both of my specs for healing, at least for the time being. I expect to be in Ulduar tonight, and quite honestly, no one really knows how difficult it’s going to be. None of us have raided with our usual setups on the PTR, and many of us, me included, never made it there at all. We quite simply don’t know how we, as individual raid groups, will confront the challenges. Thus, it’s a great time to take two healing specs–one for raid healing, and one for tank healing. The changes to mana regen and to some individual spells (ahem, Lifebloom) may make your usual healing assignment no longer the order of the day. Are two healing builds overkill? Maybe. But are they fun? Oh yes, for me anyway.

Build #1: Single tank focused

I am working on the assumption that rolling Lifebloom on multiple tanks is good and dead, so that technique is not part of my calculations. My talent build for tank healing focuses on propping up Nourish, Rejuvenation, and Regrowth. The druid tank healer will do a version of what she’s always done: load HoTs on the tank and then cast a direct heal. The only change for me is that this heal will now be Nourish instead of Regrowth. My tank-healing spec is a version of the 14/0/57 build many of us have been using throughout Naxx, so there are very few surprises. Follow this link to see the build, but I’ll mention the key talents here.

#1: Nature’s Splendor
This talent makes direct healing much easier. The longer your HoTs tick, the more casts of Nourish you can sneak in the rotation.

#2: Nature’s Grace
This talent has been updated to benefit Nourish-heavy rotations. There’s no need to worry about Nourish clipping. An extra haste proc, of course, benefits direct healing much more than HoTs.

#3: Tranquil Spirit
Once an optional talent, Tranquil spirit looks better with the new mana constraints. Druid healers who rely on Nourish for tank filler healing should pick this one up.

#4: Nature’s Bounty
This talent replaces the old Improved Regrowth. It is the one change that cements Nourish’s place in the druid’s rotation. Do not leave the trainer without it.

#5: Living Seed
This talent used to account for less than 1% of my healing, which encouraged me to drop it altogether. Now it procs from overheal in addition to effective healing, making it a better safeguard for a tank target.

Glyphs for Tank Healing

I am going to glyph for Swiftmend, Nourish, and Innervate for my tank healing needs. Your mileage may vary. The glyphs of Lifebloom and Regrowth might still be interesting for certain playstyles, but I’m keeping Innervate until I’m sure I don’t need it.

Build #2: Raid Healing with Healing Touch

What I’m going to share with you is a bit unorthodox and is NOT to be used for tank healing. This build only becomes possible if you have another healing spec to switch to for tank healing or multitasking. In this particular raid healing build, I am going to take the opportunity to try out some new techniques. The basic idea is that Ulduar is an unknown quantity. This build de-emphasizes HoT combos, which is the druid’s strength in tank healing or in normal content. This build features a glyphed Healing Touch, which I know from experience can help when 1) the druid is undergeared for the throughput needed or 2) the druid is running around like a chicken with her head cut off. Don’t worry, there’s a second build coming up later that’s a more standard build for raid healing. The basic technique with this first build is to use Wild Growth and Rejuvenation very liberally and to save that quick HT for heavy damage targeted on a small number of raid members. Mana survival in this build depends on not spamming HT, but rather using it judiciously. The reason I’ve preferred it to the similar Nourish is that it has a decent throughput with no prior HoT setup. Regrowth might work in this role too, but it tends to be a little too slow when the healer is surprised by damage. Just as a note, with this build, Nature’s Swiftness gets used with Regrowth.

Caveat: Yes, I know I’m advocating a flash heal as a raid heal. If your team has extra paladins who end up raid healing, it wouldn’t look as good. However, if you’d been reading my guild’s WWS reports for early Naxx or harder heroics back when we were undergeared, you would have seen glyphed Healing Touch kick the ass of Nourish, Regrowth, and Swiftmended Rejuvenation as a raid heal. I credit Sthirteen with putting a glyphed HT to great use (and outperforming me and my conventional build every time).

Naturalist: Clipping be damned. Yes, your Healing Touch casts will be so fast they’ll clip. With this build, I don’t intend to use more than one at a time. It’s not set up for constant heal bombs on a tank. This is more of a run, run, heal, run, run kind of build.

Tranquil Spirit: Necessary for survival with glyphed HT. The spell is a resource hog, and you’ll need every ounce of mana efficiency.

Revitalize: With this build, the druid will be seeding the raid really heavily with Rejuvenation and Wild Growth. This little talent puts the damage buffer of those two HoTs to a secondary use. One of the things that remains to be seen is how effective Revitalize really is. I’m not counting on huge benefits, but if I’m using the affected spells anyway? Might as well.

Glyphs for HT-oriented raid healing

I’ll be using Healing Touch, Wild Growth, and Innervate for this build. I know, no Swiftmend. Believe me when I tell you that I’ll need the glyph of Innervate to sustain any amount of HT usage.

Build #3: Raid Healing Standard Build

I will likely switch to this build when I get more comfortable with Ulduar. It has more mana efficiency than the HT build, and thus it might let the raid healing druid sneak some HoTs onto the tank. My experience with the HT build is that it’s only really great when multiple healers are undergeared or don’t know WTF to do. I’d never take it as an all-purpose build, because it really reduces the druid’s rotation. With this second raid healing build, I will continue to cast Wild Growth and Rejuvenation liberally. Additionally, once I complete the 4pc T8 set bonus, raid healing with Rejuvenation will be positively delightful. I won’t need my direct heals nearly as much. However, I’ll be using Regrowth as a direct heal on targets with no existing HoT and Nourish as a direct heal on targets that already have one HoT. Swiftmend will also be extremely prominent with this build. For healing on the run, both Rejuv and Lifebloom might be cast on the target, particularly if the raid is spread out enough to make Wild Growth wasteful. The key talents are below.

Swiftmend: I can’t emphasize this enough for this build, but well, any good tree has this anyway.

Nature’s Bounty: I need to buff my two direct heals in order to deal with targeted boss effects.

Revitalize: The very heavy reliance on Wild Growth and Rejuvenation ensures the inclusion of this talent.

Glyphs for Raid Healing

My “standard” raid healing build uses the glyphs of Swiftmend, Wild Growth, and Innervate until I get the 4pc T8 bonus. With the bonus, the glyphs become Swiftmend, Wild Growth, and Rejuvenation.

As a final comment, why would I carry two healing specs when one would do? Because now I can! And also, I apparently didn’t get enough fun out of doing dailies with a Resto spec. At least that gives me a little time to look at elf-Syd instead of a tree or a bird.

T8 Set Bonuses Revealed

Post updated 1:42 AM
MMO Champion’s got the goods on the next level of tier 8 bonuses. Let’s check it out and do some quick analysis shall we?

Priest

  • Priest T8 Healer 2P Bonus — Increases the critical heal chance of your Prayer of Healing by 10%.
  • Priest T8 Healer 4P Bonus — Casting Power Word: Shield also grants you 15 spell power for until cancelled. Increases spell power by 250 for 5 sec. (Source: Thottbot)

I’m not the most thrilled with the 2 piece. It’s not bad but it’s not that great, I don’t think. Although let’s not forget that Prayer of Healing is no longer restricted to the Priest’s current party. You definitely want to consider coupling this with the Prayer of Healing glyph. Having the extra crit chance means there’s a higher chance the glyph portion should tick for more.

Now the 4 piece is a real eyebrow raiser. I’m almost certain that’s a typo. More than likely, it’ll grant 150 spell power instead of 15. The second typo is towards the end. It sounds to me that either a) There’s going to be a duration on it. Probably 9 or 15 seconds. b) Until the Shield wears off of a target. This is a bonus that seems targeted towards Disc Priests. With talents like Soul Warding (Reduced cooldown of PW: Shield by 4 seconds and reduces the mana cost by 30%), I can see myself throwing shields around. It’d be mana inefficient, to be sure. But I’m chain casting it to maintain a spellpower boost. Of course, with the mana regeneration changes this might not be the most smartest idea. Anyway, I don’t think they’re quite finished with this set bonus yet guys.

Paladin

  • Paladin T8 Holy 2P Bonus — Your Holy Shock critical heals now also place a periodic healing effect on the target, healing for 15% of the Holy Shock’s heal amount over 9 sec.
  • Paladin T8 Holy 4P Bonus — Increases the damage absorbed by your Sacred Shield by 10%.

Any Paladins want to weigh in on these bonuses? How do these look to you guys?

Shaman

  • Shaman T8 Restoration 2P Bonus — Reduces the cooldown on Riptide by 1 sec.
  • Shaman T8 Restoration 4P Bonus — Reduces the cast time of Chain Heal by 0.2 sec.

That Shaman 4 piece makes me go wa wa wee wa. Assuming haste, could we possible see 2 second Chain Heals?

And for the Druids, don’t forget that Syd’s got a nice writeup for the Druid bonuses that were released earlier in the week.

Shamanism

totem-pole_88_phixr

Shamanism will be a regular (as I can make it) posting comparing real world Shamanism and Shamanistic ideas to the Warcraft universe and will also point out how Shaman’s throughout the history of the Warcraft universe have been key players in many of the events that have unfolded. This will be a journey into the lore that brings us to our present class.

Shamanism has always been something that has fascinated me in real life. A shaman’s role in society was always varied and always important. They operated as Mediators, Healers, Leaders, Diviners, Warders of Spirits, agents of fertility among many other roles. We covered Shamanism in real life a little bit in the last post. I’ll recap them real quick.

From Wikipedia:

  • Spirits exist and they play important roles both in individual lives and in human society.
  • The shaman can communicate with the spirit world.
  • Spirits can be good or evil.
  • The shaman can treat sickness caused by evil spirits.
  • The shaman can employ trance inducing techniques to incite visionary ecstasy and go on “vision quests”.
  • The shaman’s spirit can leave the body to enter the supernatural world to search for answers.
  • The shaman evokes animal images as spirit guides, omens, and message-bearers.
  • The shaman can tell the future, scry, throw bones/runes, and perform other varied forms of divination

Shamanism is based on the premise that the visible world is pervaded by invisible forces or spirits which affect the lives of the living. In contrast to organized religions like animism or animatism which are led by priests and which all members of a society practice, shamanism requires individualized knowledge and special abilities. Shaman operate outside established religions, and, traditionally, they operate alone, although some take on an apprentice.

Well with that in mind, lets take a look at how blizzard blended this into Warcraft. Let’s first cast our gaze on the Orc race. We were introduced to the Horde way back in the days of Orc Vs. Human or the First War. They were a slovenly bunch of blood thirsty mongrels, but before that they were a nomadic shamanistic people who worshiped their ancestors and the spirits of nature. Lets take a look at the first major Shaman we are introduced to, Ner’zhul.

Here’s an excerpt from wow wiki:

Ner’zhul was the chieftain and elder shaman of the Shadowmoon clan and one of the most popular figures in orcish society. He was admired, respected and venerated by all for his deep connection to the spirits, and was the closest thing the orcish race had to a single leader prior to the foundation of the Horde. However, deep within, Ner’zhul craved a power he did not have…

One day, Ner’zhul was contacted by the spirit of his dead mate, Rulkan (with whom he had a regular correspondence), who warned him about the menace of the draenei, who were plotting to destroy the Orcs. After several moons, she introduced him to Kil’jaeden, the “Great One”, who began to instruct him in the ways of warlock magic and the treachery of the draenei. Though Ner’zhul was elated that he was saving his people (and finally getting the power and respect he deserved), he was puzzled why the ancestors would no longer speak to him, and why the spirits grew more distant.

Ner’zhul managed to get the rest of the clans to begin attacks on draenei settlements, supposedly by order of the ancestors, but, as he saw more and more of the draenei, he gradually became puzzled; apart from his horns, clothes, and skin tone, Kil’jaeden bore an odd resemblance to the draenei and possessed a hatred of Velen unbecoming of a divine being. Seeking answers, he attempted to commune with the ancestors in Oshu’gun, the “Mountain of the Spirits.” He was horrified when the ancestors greeted him as a monster, and the real Rulkan revealed the truth: Kil’jaeden had been lying all along.

Ner’zhul’s shamanistic ways were used against him to trick him into selling his people’s souls to the Blood Lust. His connection to the spiritual world was turned against him. He used his position to unite the Orc Clans and began the foundation work for the first Horde. He believed that he was doing what was best for his people. Without him being Shamanistic, Kil’jaeden would never have had the opportunity to manipulate Ner’zhul like he did, which would have made it much more difficult for him to create the bloodthirsty army that he wished the Orcs to become.

Ner’zhul was also panged by guilt, fueled by his sense of honor and duty to his people that he had ignored for so long. Eventually he decided to rebel against Kil’jaeden, and as a result was stripped of his Warlock powers. When he discovered the plans of the Shadow Council to make the Orc people drink the Blood of Mannoroth, his honor and duty bade him to attempt to save his people, but only one Chieftain would listen, Durotan of the Frostwolf Clan. Ner’zhul’s warning was one of many factors that lead the Chieftan to speak out against the corruption of the warlocks and attempt to bring the Orc people back to their Shamanistic roots. The actions of this leader caused him and his family to be assassinated. The only survivor was his son, who grew to be the figure known as Thrall. One Shaman set so much in motion that affected so much of the Warcraft universe.

Today’s is a brief post, but there will be more to come next time.

Till next time, happy healing!

~Lodur

Why Play a Shaman?

Lodur here again. A while ago I posted a question over at Plusheal as well as my guild forums and a few other places asking the Shaman community for a little input. Here’s the question I posed to them.

“What made you choose to play a shaman healer over all the other choices? What about the class keeps you playing it? and lastly, what do you like about the class and what do you not like?”

I know my own reasons but I’ve been curious as to what drew other people to the class over the others. I’m happy to say I received a surfeit of information from many people. I would like to take a second here and thank the Shaman community as a whole for taking the time to respond to the question.

There were many varied responses but they tended to fall within a certain range of categories. I’ll attempt to gather them here for you in a nice and tidy grouping.

Uniqueness

This by far got the most mention. There seems to be a general consensus that no one does it quite like a Shaman. The Shaman has many iconic features such as Totems, the Chain spells, crazy Windfury action, the Elemental Shields, and Self Resurrection! The shaman also has a distinct look. Take a look at our sets of armor

shammies1

Tell me those are not unique and awesome!

Versatility

Everyone seemed to agree that the versatility of the class was a sticking point with them. They loved the ability to melt faces, heal a raid or smack things with large pointy sticks. Being able to switch between roles is definitely a draw for me as well. It’s nice being able to go from raiding and heal like a mad man and then afterward pop over and do some dailies throwing lightning and lava at things to get it done without having to switch gear or respec.  Even in a raid when healing is taken care of (or fights you can’t heal) it’s fun to be able to toss up a Flame Shock, throw some Lightning Bolts and then finish off with a nice Lava Burst crit (I’m looking at you Loatheb!) and not worry about gear or trinkets or what have you. The shaman may not be able to tank, but it’s still one of the more versatile classes you can play in Warcraft.

Lore

Surprisingly enough the lore of the Shaman class draws a lot of players as well. Lore is a huge reason of why I play the class but I have a whole other post coming about that. Lets look at what a Shaman traditionally is and believes in the real world

From Wikipedia:

  • Spirits exist and they play important roles both in individual lives and in human society.
  • The shaman can communicate with the spirit world.
  • Spirits can be good or evil.
  • The shaman can treat sickness caused by evil spirits.
  • The shaman can employ trance inducing techniques to incite visionary ecstasy and go on “vision quests”.
  • The shaman’s spirit can leave the body to enter the supernatural world to search for answers.
  • The shaman evokes animal images as spirit guides, omens, and message-bearers.
  • The shaman can tell the future, scry, throw bones/runes, and perform other varied forms of divination

Shamanism is based on the premise that the visible world is pervaded by invisible forces or spirits which affect the lives of the living. In contrast to organized religions like animism or animatism which are led by priests and which all members of a society practice, shamanism requires individualized knowledge and special abilities. Shaman operate outside established religions, and, traditionally, they operate alone, although some take on an apprentice.

That’s pretty darn cool if you ask me.  If you look in game you can see that these ideals were pulled in for greats like Ner’zhul and Thrall as well as the quests we see throughout the game. In Warcraft, the Shaman has a rich history, and are an integral part in the stories and lore of Warcraft past and present. The Paladins may have their light, but I think I’ll ride the lightning instead.

Feeling of Being Needed

A lot of people love the “need” that people have for Shaman. In BC you could see guilds posting recruitment threads asking for Shamans. Shamans were treated well and people loved the fact that their guild and well, pretty much everyone wanted them in their raids and groups. It normally doesn’t take long for a Shaman to get scooped up into a raid from the Looking For Group or Trade chat. We may be more common now on the Alliance side, but our position and tricks are no less coveted. We are hot commodities still!

What Needs to be Fixed?

The second part of the question was asking people what needed to be fixed about the class, or what they thought could be improved.  There were two topics that kept coming up.

First was the topic of streamlining totems. This was before the announcement of 3.1 and the patch notes, but people wanted to see totems re worked and streamlined. It’s nice to have a box full of tricks to pull from but managing them can become a hastle. Mods like Yata and Totem Timer make it easier,  but it’s still a daunting task, especially in the middle of a hectic boss fight. When Wrath was coming we saw the beginnings of the process to remedy this. They announced that Stength of Earth totem would combine with Grace of Air totem meaning you only had to drop one to get the effect for both. This was a huge boon to us shamans and I know more then one of us rejoiced. The trend is continuing here with the combining of cleansing totem putting together Disease Cleansing and Poison Cleansing into one glorious totem. Whether this will stay or not is another thing but right now it’s very good.

Second thing that kept coming up was PvP viability. Restoration Shaman have always been the resilient “you can’t kill me” types in PvP situations. Give a resto Shaman some resilience and talents like Nature’s Guardian with a sprinkle of Earth Shield and just watch them go! The other two trees though suffer from glass cannon syndrome. They can hit hard up front but have a hard time taking a hit. Some talents though are being reworked to help keep all talent trees viable in PvP. Looking at items like Astral Shift and Elemental Warding in the Elemental tree and Toughness in Enhancement being changed to add stamina instead of armor you can see they are trying.

So now my question to those out there that play the Shaman.

Why do you play the Shaman?

Until next time, Happy Healing!

~Lodur