Weighing in on the Purification buff and future cooldowns

Shaman healing has been a bit… rough for most people. Our numbers haven’t been much in the way of competition compared to holy priests, holy paladins and now disc priests along side druids. We’ve got a lot of tools, but were lacking some necessary power when compared to other classes. As I’ve proven you can post good numbers and be competitive in certain environments, but it’s a lot of hard work and takes a lot of coordination. The devs over at Blizzard have definitely noticed this and have issued a response.

Shaman

We are also applying a hot-fix for Purification for the Restoration shaman passive from 10% to 25%. We think that shaman healing per second is not as competitive with other healers and while we hoped to bring down Holy priest and Holy paladins (in particular) in 4.0.6, which we did, shaman still appear to be behind. In this case, it is simply easier to buff Restoration shaman rather than nerf everyone else or re-balance the encounters.

In Addition – Restoration Druids and Restoration Shaman

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hot-fix, but it is something we are looking at for the next major content patch.

As always, we appreciate your continued constructive feedback and will do our best to keep you informed of ongoing developments.

First off all, the buff to purification is more than I could have hoped for. Some napkin math shows that the 15% increase, pushing it to 25% will give us a large and much needed throughput boost. This boost, if my math is right, will make us competitive with those pesky priests and paladins. While shaman everywhere (including myself) are rejoicing at this change which will be implemented in a HOT FIX (that’s right folks we really don’t have to wait for a content update for this), this isn’t the best of the news.

So if you’ve been reading anything I’ve written for the last year, you know that I’ve had this sort of strange addiction to a spell that went away back in the days of early Wrath beta, Spirit Link. The devs talked about bringing it back for Cataclysm, but sadly it was was scrapped, and I shed a long and lonely tear for the death of my beloved. That however did not keep me from bringing up almost a year ago that we quite possibly needed a defensive cooldown. It would seem that this time around, Blizzard agrees. They’ve already stated that they are looking for this in the next major content patch. To me this seems to smack of the fact that it is likely we will actually get that cooldown. So, on the off chance that Blizzard reads this, I’d like to offer once again some ideas on how to make it work.

First of all, Riptide should likely be removed as a talent. Every, single, restoration shaman takes the talent. With it being that, well for lack of  a better word here, required shouldn’t it be made a base-line bonus for choosing restoration? At least two of the three other healing classes have similar spells as baseline spells, so why should ours require the use of a talent point? I suggest making the new top tier resto talent a cooldown. Here’s some ideas on that

Spirit Link

20% of base mana 40 yd range

3 min 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 still really like this idea. It’s like a hand of sacrifice, and it plays to the whole idiom of shaman being about the group healing, and in this case group mitigation. Big cooldown, big cost.

Ancestral Guidance

8% of base mana 40 yard range

3 min cooldown

Calls upon the spirits of the targets ancestors  to watch over and guide the friendly target. The guardian increases the healing received by the target by 30%, and also prevents the target from dying by sacrificing itself. This sacrifice terminates the effect but heals the target of 50% of their maximum health. Lasts 10 sec.

Very similar to Guardian Spirit, but again right up the shaman’s alley. Think about it, shaman are the spiritual stewards of their communities. Often communing with the deceased for guidance, luck, a good harvest or safety. In the real world, in times of war there are accounts of shaman calling forth the spirits of their ancestors to inhabit their body for a short time, giving their actions and abilities that supernatural edge that only the departed could grant. They could also bestow this gift upon others. So this could fit as well.

Embrace of the Earth

10% of base mana 40 yd range

3 min cooldown

The shaman calls forth the spirits of the earth to imbue the target with a supernatural resilience, reducing all damage taken by 50% for 8 sec.

This one is a lot like Pain Supression, slightly elevated mana cost, slightly more damage reduction, without the threat reduction. It fits with our lore, calls forth the element of earth which is traditionally the element we call on for survival.

Aegis of the Tempest

15% of base mana 40 yd range

3 min cooldown

The shaman summons the spirits of the very air to protect a friendly target in the form of circling cyclones. Increases dodge rate by 80% and reduces incoming damage by 50% for 10 seconds.

Air is the one element that is wildly under represented in our arsenal. We get Wind Shear, and a few air totems but that’s really it. This cooldown could be a great way to work that into the game for us. A cooldown that allows us to use the air to protect the tank, seems pretty fitting. I’m thinking something like a deterrence for the tank we can pop on them would work pretty well, just can’t make it a 100%.

Now, these aren’t perfect. Not by any means really, but it’s a start. I actually have a notebook full of ideas. I mean, it’s no surprise I’m addicted to shaman in and out of game, so I’ve been jotting down ideas for well over 2 years now.

So while I’m excited at the idea of getting a cooldown and my mind is all aflutter with ideas, I’m curious as to what you would want for a cooldown. What type of cooldown would you like? damage reduction? instant save from death?

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!

Less is More?

As some of you may or may not know, I am actually trained in the skills of an architect. It’s a fun fact about me on the off chance you care about that sort of thing. The reason I bring this up is because all throughout my college career, my teachers attempted to drive home the point that “Less is More”. This is not a new design concept by any means, in fact it is a rather old idea, a 19th century proverbial phrase. It is first found in print in Andrea del Sarto, 1855, a poem by Robert Browning:

Who strive – you don’t know how the others strive
To paint a little thing like that you smeared
Carelessly passing with your robes afloat,-
Yet do much less, so much less, Someone says,
(I know his name, no matter) – so much less!
Well, less is more, Lucrezia.

Architect Ludwig Mies Van Der Rohe is often associated with this phrase as a founder  of modern architecture and proponent of simplicity of style.

So I’m sure you’re asking why I’m dragging architecture into your dragon game right now yes? Well, quite simply the idea of less is more is a design concept that many game companies have embraced. To do more with less decreases production time, allows for a better shake down of bugs and glitches, and can free up a developer to create some very innovative game play.  One need not look much further than Braid or The Misadventures of P.B. Winterbottom to see what I mean here.

Blizzard it would seem has just begun to adapt to this way of thinking, at least it appears that way. You can see this in the latest build of the Cataclysm Beta. The new 31-point talent system has streamlined the talent trees by removing  bloat and overused space. What we are left with is a cleaner, albeit smaller, talent tree. A lot of the talents cut away were instead folded into the players choice in specialization, for example Earth Shield was removed as a talent and given as a core spell when a player chooses to specialize in Restoration. This design model is an attempt to do more with less. Less wasted talent space will lead to more interesting talents in the tree, as well more interesting game play for players… in theory anyways. I wrote up a more detailed breakdown of these changes on WoW.com so feel free to check it out. This is my more personal thoughts on these changes, and well… I just felt the need to keep talking about them some.

While it is still in an early beta phase, I can’t help but feel… disrupted a little bit. While I agree that some of the talents should have been moved, I’m not entirely feeling good about what was pulled out and what was put in. I agree that for restoration, Earth Shield should have been removed as a talent and made into a base spell. You will never hear me complain about that. Every resto shaman I know takes that talent, and in truth it is a very core, very iconic spell that is part of the identity of a resto shaman. If you are a restoration shaman without Earth Shield… well I just don’t even know. I am curious though as to why Mana Tide Totem was left in place though. Like ES it is a very core shaman talent and again something most if not all resto shaman take. Why not remove it as a talent and give it as a bonus for choosing the restoration specialization? That could further open up the tree and allow more space for more fun talents. From a design perspective it would make more sense to make it a base ability or a specialization bonus and open the slot for something else… maybe something like Spirit Link!

Another thing that confused me was some of the additions, Spark of Life to be exact. One of the things that Blizzard stated was that they wanted to move away from/remove talents that added passive % bonuses. Don’t get me wrong, I like the talent. Buffing the healing done to yourself has been near godly in the beta (*ahem* restoiz4tanking!) and it makes the passive heal from Healing Stream Totem nice for longevity, but I am still surprised to see it included. It does go well with Ancestral Resolve as far as that whole staying alive thing goes as well. I fully plan on using these for tanking as a healer!

Telluric Currents would be nice for leveling… if it was lower in the tree. I can’t see taking it as a dedicated healer in end game, as it is rare that I have to DPS at all and even then it is usually a flame shock followed by more healing and then a lava burst. It could be useful for soloing… maybe.

We lost a lot however. A lot of our supercharged healing is gone, and we are dreadfully low on passive crit. Some additions to the tree give us back some of the bonus healing, but no where near where it was. I understand that they want to make healing harder and more thoughtful and I am pro difficulty on that, but a shaman’s best procs all come from crit. Passively we can push 40% in a raid without trying, this helps with heals from Ancestral Awakening and helps trigger Blessing of the Eternals sure. It also is necessary for shaman mana regeneration. Improved Water Shield procs off of critical heals. The more crits you have the more likely you are to regen mana and be able to keep casting. I don’t know if you remember but there was a time not so long ago that shaman were having longevity issues. IWS was implemented to compensate for that, but by removing the passive crit, it hurts our regeneration rates. Meditation is supposed to allow for further regeneration, but the question remains if it will wind up being enough.

Along those same lines, Tidal Force is out. I really really miss this spell. It has become second nature in to pop this spell and its absence is keenly felt. When I’m healing on live I usually have a rhythm going. Like say for Valithria;

Riptide > Healing Wave > Healing Wave > Chain Heal > Tidal Force > Healing Wave > Healing Wave etc. Refreshing Riptide when off cooldown.

Now it has become

Riptide > Healing Wave > Healing Wave > Chain Heal > Look for Tidal Force *DAMNIT* Unleashed Weapon > Healing Wave > Healing Wave etc.

Throws me off quite a bit. Still getting used to it. I can see what they are doing by trimming the trees and I approve. While I may not be a staunch minimalist, I know when things have gotten bloated. The restoration tree on live definitely is bloated, and the one on the current beta could use some more pruning .

So Blizzard, keep in mind that less is more. Players have been doing creative things with very little for a while now. Just make what we have better defined and maybe move a few more things around. We don’t necessarily need a rolls-royce (although it would not be turned down!) we just need things that function well. We’ve been trotting along pretty much unchanged for a good bit, just make sure you don’t break us ok?

So what do you guys think of the changes so far? Anything you noticed you love? Hate? Anything you think they should add in?