State of Chain Heal 2:”Hail to The King, Baby!”

ash2es_phixr

Alright you Primitive Screwheads, listen up! You see this? This… is my boomstick! The twelve-gauge double-barreled Remington. S-Mart’s top of the line. You can find this in the sporting goods department. That’s right, this sweet baby was made in Grand Rapids, Michigan. Retails for about a hundred and nine, ninety five. It’s got a walnut stock, cobalt blue steel, and a hair trigger. That’s right. Shop smart. Shop S-Mart. You got that?

I simply can’t resist making Army of Darkness references, especially with all the WoW movie talk  and everything circling Sam Rami. This also mirrors a conversation I had with a guildie the other night on the current state of Restoration Shamans and where we are after this most recent patch. For some reason it always makes me think of Army of Darkness and Bruce Campbell, each time I chain heal I feel the urge to yell “THIS. IS. MY. CHAIN HEAL!”

Patch 3.2 brought with it not only a new instance in the coliseum, but a slew of Restoration Shaman changes that helped bring our healing up a little bit. Back in May I responded to a very lengthy thread with my own thoughts on chain heal, and in truth shaman healing as a whole. A lot of people thought we were broken in a bad way and were QQing about how it was time to re-roll. I stood up for us and said, yes we need tweaking but we aren’t broken. Patch 3.2 brought us that tweaking. In 3.0 and in 3.1 Shaman were given a slew of other spells to round out our healing and move us further away from the Haste / MP5 Chain heal spamming model of the Sunwell days. Blizzard did an amazing job doing that… but swung a little too far and inadvertently took Chain Heal down a few pegs to the point that we were having a very difficult time keeping up with AE damage in hard modes. Many Shaman were getting passed over to bring in other healers, that was bad news and quite frankly made me a sad Shaman. Then the man himself Ghost Crawler chimed in and said that changes were coming but they had to ride the knifes edge to not over power Chain Heal and make it the only spell we cast. Congratulations sir I dare say you guys did a fine job!

Lets take a look at what made the cut, First let’s look at Chain Heal.

Chain Heal: First of all, the Range between target was increased. 12.5 yards between targets is pretty good. It’s better when you consider that this is a smart heal and directs itself to a healing priority list and makes sure those who need it get it. This gets even better when you add in the Glyph of Chain Heal which lets it hit another target for a grand total of Four at a time! Now add in the change that between jumps the amount healed only is reduced by 40% (down from 50%) and you have yourself one sexy heal again.

But wait, there’s more!

Chain Heal was made very attractive again, but there were some other changes that compliment this as well.

Improved Water Shield: Not only does this give mana back on crit heals from LHW, HW and Riptide, but now it includes Chain Heal! The other good thing about this, is when you gain the effect, it doesn’t burn an orb. This is great news because that means it’s one less GCD you have to burn, which means that much more healing. This helps fix a lot of shaman mana problems, and ensures we can hang with paladins and disc priests for that near infinite mana.

Tidal Force: Another change that included chain heal. This now gives, HW, LHW and Chain Heal 60% additional critical strike rating. This also goes well with the next change

Nature’s Swiftness: The major change here is the Cool down. It’s been reduced to 2 minutes down from 3. This is huge in fights where you’ll need a fast chain heal or a fast healing wave more often (Hodir comes to mind). Having this available 1-2 more times a fight is a big boon to us.

Tidal Waves: Again this was changed to give a different bonus to LHW. When you cast riptide or chain heal, this bad boy procs. Before it gave a haste rating to LHW, now it gives it an additional 25% crit chance. That again is pretty huge considering everything we have that procs off of critical healing.

Healing Way:  This change was bigger then a lot of people I believe have noticed. Prior to the patch it placed a buff on your target that increased healing from Healing Wave. No other target benefited from it except for the one with the buff. This made the spell primarily a nuking tank heal spell. Now however it adds a flat increase to the healing output of the spell. A 25% bonus is nothing to scoff at. This allows you to work it into your spell rotation and make sure everyone you hit with it gets the added bonus of the talent

Ancestral Healing: This used to add armor. Now it adds a 10% physical damage reduction on any person you critically heal. This procs off of every crit, including Earth Shield crit heals. Look at the other above changes. The increased crit rate, the talents that add crit and make your heals faster combined with this? You could be rolling that 10% reduction over almost the entire raid with some smartly placed chain heals and liberal use of your talents. This is huge because it helps take environmental damage and even it out for the rest of the healers. This means less mana consumed trying to catch up and top people off and overall greater raid survivability.

Putting it all together, you get a rather complex and complete toolkit with which to heal your raid. We solidify our position as one of the games best swing healers, we can put out some very very good AE healing, or can spot heal on the fly. We can take over tank healing duties, or simply roll between them all. The changes to the spells make sure we are competitive in hard mode raids, but aren’t limited to casting a single spell over and over again. Personally I think the devs did a great job with us this patch. I feel they did a great job balancing Chain Heal out while not letting it overshadow all the other spells we have at our disposal. The synergy our class has always enjoyed is still there. Personally I’ve seen somewhere between a 350-450 hps increase in throughput, which puts us on par with the other healers, I’ve been able to keep up better with area effect damage and have been able to nuke heal a tank as needed. Healing is still challenging and fun, but I don’t feel underwhelmed by the shaman’s ability to keep up.

How about you? How has your healing been since the patch? Do you think they did a good job with the changes? What would you change, add or remove that the devs didn’t? Do you feel confident to head into a hard mode encounter and give it your all?

That’s it for today, Until next time Happy Healing

Sig

Image courtesy of Universal Studios

Feel free to follow me on Twitter

The Zen of Healing

rock_garden

Zen (noun): school of Mahayana Buddhism asserting that enlightenment can come through meditation and intuition rather than faith; China and Japan.

So, how does this pertain to healing in WoW you ask? At it’s base level, meditation is a tool that is used to make the mind and body whole, to realign a persons energy through focus and insight. It is also the realization of an inherent natural wisdom and virtue that fills us all. The most basic function of a healer in WoW is to mend the raid and make the raid unit whole again. Is this far out there? Probably but bear with me a bit. We heal our raid through focus and intuition. We predict incoming damage and set heals and preventative measures accordingly. We trust our intuition, and apply logic to make our healing target decisions rather then trust blindly that our heals will find their mark. We do so through intimate knowledge of our classes and the raiders around us. It’s like hitting the “zone” that athletes talk about. You become centered, super focused and just make amazing saves and pull out all the stops without even realizing you are doing it.

I’m sure you’ve done it before. You’ve been in a fight where afterward someone comments “I have no clue how you healed through that!” and you have to stop and think back on it, because you don’t remember doing anything special, you just did it.

I’ve always referred to healing in WoW as a very fluid thing, it is very natural and adaptive in nature.  It’s something that if you are a healer, it just flows from you without much thought. For me the true zen of healing comes out during my guild’s heroic raids. A couple nights ago we were doing General Vezax (working on our second kill on him at the time).  I had assigned three healers on the main tank, a Resto Druid, Holy Pally and Disc Priest. Vent was quiet as dps wait for the call to burn down a vapor and interrupters were waiting for the flame spheres to pop up around Vezax. Early into the fight our Paladin MT healer get’s hit with a shadow crash and then very shortly there after an interrupt is missed due to a lag spike and a Searing Flames goes out. The Paladin dies as a result. Without saying anything I see our second Holy Paladin shift his position and take over tank healing, while the rest of the healers move to fill the healing gap throughout the raid. Later on in the encounter our Vapors wound up in the back of the room, I watched as the healers rotated on their own, without any direction. Healers got their mana back and then relieved the tank healers so they could regen then the tank healers took back over. I watched my healers work as one unit, without any spoken or written words passing between them. That to me was a moment of zen similar to the story of the Flower Sermon. Everyone used logic and intuition to work as one cohesive body and win the fight without a word even having to be spoken.

I’ve had other people tell me about how they get into “the zone”. Some have pre-raid rituals, and yes I mean rituals. I have a friend who before a raid sits down on the floor takes some deep breathes and tries to release any stress he’s gathered during the day before the raid through meditation. I have another friend who drinks a can of coke, eats a bag of Andy Cap Hotfries or hot-wings and then sits down to raid, he compares this to say sacrificing a chicken to the raiding gods. Another of my associates listens to classical music while he’s healing, keeping it just low enough to replace the game music but still hear directions in vent. Me before a raid I listen to some music like  John Williams and the Indiana Jones theme to get myself in adventure hero mode.

So what about you? Have you experienced a moment like we did with Vezax? Do you have a pre-raid ritual to get you into your zone? Have you hit your Zen through healing yet?

That is it for today, until next time. Happy Healing!

sig3

Restoration Shaman – Best in Slot 3.1

puzzle-piece_phixr

Once again we find ourselves with new content and as a result new upgrades. Our tier sets await us as well as many more foes that must be conquered. That means it’s time for another best in slot post for my fellow raiding restoration shamans. Before we get started I would like to say just a couple things.

  • First, this is my opinion. Use this as a guide or not at all, but this is based on my value of the stats we use.
  • Second, please feel free to make your own list or suggestions, after all it is your character and you should equip it as you see fit.

Head: [Steamworker’s Goggles] – Flame Leviathan 25: Good MP5 and great stats

Neck: [Charm of Meticulous Timing] – XT-002 25 (hard mode) this is a tough one to get, and so you might not get a chance at it for a while. In the meantime a good alternative is [Frozen Tear of Elune] which will run you 19x Emblem of Conquest.

Shoulders: There are two options here, first is [Conqueror’s Worldbreaker Spaulders] – Yogg Sarron 25. Haste, good mp5 and a red socket. Second runner up is [Amice of the Stoic Watch] – Auriaya 25. Crit instead of haste, decent mp5 and a red socket.

Back: [Shroud of Alteration] – Ulduar Trash 25

Chest: [Conqueror’s Worldbreaker Tunic] Hodir 25 or 58 Emblems of Conquest

Wrist: Again two options here, First is [Binding of Winter Gale] Hodir 25 (hard) or if you aren’t quite there yet, [Armbraces of the Vibrant Flame] from Ignis 10. These are BoE so you might be able to find them on the auction house as well.

Hands: [Conqueror’s Worldbreaker Handguards] Mimron 25

Waist: I’m going to give this to [Windchill Binding] This will cost you 28 Emblems and it’s a great upgrade from the Naxx 25 loot. If you want more crit you can go with [Blue Belt of Chaos] but I’m finding the price rather inflated to have it crafted right now.

Legs: [Conqueror’s Worldbreaker Legguards] Freya 25

Boots: [Boots of the Forgotten Depths] General Vezax 25 Good MP5 and haste.

Rings: There are a lot of options here, I’m going to give my top 4 choices though to [Pyrelight Circle] – Ignis 25. [Sanity’s Bond] – Yogg 25. [Ring of the Faithful Servant] – Auriaya 25 and [Signet of Manifested Pain] – KT 25

Trinket: Again a lot of options my top picks are [Scale of Fates] – Thorim 25. [Living Ice Crystals] – Malygos 25. [Energy Siphon] – Flame Leviathan 10.  [Pandora’s Plea] – Mimron 25,    [Je’Tze’s Bell] – BoE World Drop. I’m normally not a fan of on use trinkets, I prefer ones that give passive buffs most times, but Energy Siphon and Living Ice Crystal’s passive mp5 make them worth picking up alone. The on use effect of each is icing on the cake.

Off Hand: Two solid choices here, First is [Ice Layered Barrier] – Hodir 25 (hard) or [Pulsing Spellshield] – XT-002 10. Both have good stat allocation (and it helps they look cool!)

Relic: [Steamcaller’s Totem] – Flame Leviathan 25 or [Totem of Forest Growth] – 15x badges of heroism.

Main Hand: I saved this for last. First weapon that should be on EVERY healer’s list of wants is [Val’anyr, Hammer of Ancient Kings], Amazing mace with good stats. The proc as we’ve seen from the blue posts is crazy good. This will be at the top of everyone’s list. Second to this mace I vote [Guiding Star] – Razorscale 25, for best in slot runner up.

Looking at this I’m sure you will see it’s got a decent mix of MP5, haste and crit, while maintaining good intellect for replenishment and good spellpower. Some of the choices seem predictable, such as the tier 8.5 set pieces. The four pieces I selected I feel offer the most bang for the buck and allow you to gather the four piece bonus, which is worth it’s weight in gold.

If you’re looking to place value on items and stats, and figure out what weight works for you, you can use Shaman_hep, an addon from Stassart which allows you to calculate a miryiad of information from your combat logs to help lend a hand figuring out what’s best for you.

So now you’ve seen my list, What do you think are the best in slot items for Restoration Shaman?

Until next time, Happy healing

sig

Image courtesy of UToronto.ca

On Dual Specs and the Tournament

bele_and_lokai_star_trek_phixr

Well, we’ve had a little bit less then a week to get settled into our new found patch. Many things have changed. New talents tree organization for many of the classes, talents and key abilities changed or tweeked and a beautiful new instance dropped at our doorstep. One of the most anticipated changes in the patch was Dual Spec. Dual spec allows for you to change your talents on the fly (as long as you aren’t in combat) at the cost of all your mana and a small GCD effect. So the question is, what should you do with your dual spec?

Here’s what I did with Lodur.

For those of you just tuning in, Lodur is restoration for good, I have no aspirations to take her in any other direction. Here’s my current restoration build

0/16/55

According to talent chic it’s the second most popular build ( I took Healing Way over pushback resistance) I’ll likely stay that way with maybe a minor shift in talents as tier 8 gear comes in. Now after dropping my 1k gold on the dual spec ability, I had to decide what it was I was going to do with Lodur. I could pick up a melting face elemental spec, or a second restoration spec geared towards PvP. Enhancement was not an attractive option for me since weapon itemization in the end game has been lacking somewhat (fast weapons ftl). Well, I went with elemental because currently Lodur is sans arena team. Here’s what I went with for talents.

57/14/0

Pretty cookie cutter spec, but it gets the dailies done. I found this useful on fights like loatheb where too many healers equal too much overheal, I was able to pop into elemental and just toss out some lightning bolts.

When I find myself a solid arena team (lfg arena pst) I’ll switch over to a pvp restoration spec, something like this

0/11/60

I’ll likely play with it after I get into a team and learn what holes need to be plugged, but that’s the plan.

This is an amazing tool blizzard has given us for raiding. It’s very nice to have a tank who can switch to dps when he does not have to tank anything, or have a hybrid class hop over into healing if things get too rough. It provides an amount of flexibility to the raid leader to fill in gaps or change strategies without having to wait for someone to go respec, summon back, re-glyph etc.

One of the other additions to the game was the Argent Tournament. Wowinsider has been doing a great job keeping up with the dailies Over on WI.com so feel free to check them out for more information.

The tournament feels to me very much like the Sunwell dailies. It’s placed at the far north of the map and has npc’s from all factions. It’s colorful and aesthetically pleasing and has a unique feel. It’s a tight cluster of dailies, that send you to a small selection of area in Northrend to accomplish the tasks set before you. You earn marks that you turn in to gain ranks in the knightly order, aspirant to valor all the way up to champion. It’s nice honestly. You joust, you gather items to build the tournament area, and you search for a lovely maiden’s favor. I’m very impressed with the quest line surrounding the Black Knight. It’s an interesting story so far and I can’t wait to see what else lies in store for it. I’ve just completed  The Black Knight’s Orders, but I’m still working on my next rank of knight. I enjoy this addition to the game quite a bit. Dailies that combine running things down with lances is always good in my book.

So how are you spending your dual spec? What do you think of the new tournament?

That’s it for today’s post,
Till Next time, happy healing

~Lodur

Feel free to follow me on Twitter

Image courtesy of Paramount

Shamans and Paladins mana buff get hit! (With edit)

2642941376_237f0b1008_phixr

I just got off of lunch here at the office and happen to see this in my blue tracker.

Click here to see!

For those of you who can’t read it at work or school here it is copied for you

From Eyonix:

We are making a change to these spells so that their benefits are exclusive in patch 3.1.0. The buffs will be equivalent, but will no longer stack. Mana Spring will affect the entire raid instead of just the shaman’s party. We felt that both paladins and shamans brought too many unique buffs to a group. Additionally, we have been trying to tone down mana regeneration in large groups, and were concerned raids would feel the need to stack paladins or especially shaman to have enough Mana Spring totems. We have also been trying to get more benefits out of the party and into the raid, and Mana Spring previously was still a party only buff. With this change, if there is only one paladin, he or she can bring Blessing of Kings while the shaman offers Mana Spring. If there are two paladins and the second offers Blessing of Wisdom, then the shaman can offer healing or cleansing with their water totem instead.

What does this mean? It means you can’t have both. They are essentially removing another source of mana regeneration from raids.  As you can imagine there is a large outcry among both Shamans and Paladins. From the shaman stand point I’m a little upset to be honest, I’m also waiting for the other shoe to drop. The comment about Shamans bringing too many unique buffs to the raid made me scoff a bit. Strength of Earth totem which combines STR and AGI buffs gets overridden by a Death Knights horn of winter, often times leading to that being used for Stone Skin which is negligible benefit to the raid at best. Flame Tongue totem gets over ridden by Demonic Pact if you have a demo warlock in the group, and the other flame choices are Frost Resist or doing dps. Which if you’re healing, you arent in range for that most of the time anyways, and taking the time to stop healing run in and drop a magma totem is normally not a good idea. You guys see where I’m going with this.

Here were some suggestions of what we can do with the slot instead, and ultimately what our totems can add to a raid.

Healing Stream Totem. It’s group only, and still has to be in range. If you’re healing, more then likely you’re going to be with the casters in the back, not taking damage. While it does have places where it can be nice, it’s largely wasted in my opinion.

Cleansing Totem. Great for fights where you need to purge Diseases and Poison, but wasted and useless any other time. With curses being more prevalent then Disease and Poison that’s another totem we’ll see situational use out of.

Wrath of Air. Yes we still offer 5% spell haste. Yes that is good, but it is also redundant. Currently two other classes also offer haste. Retribution Paladins and Balance Druids.

Blizzard is trying to simplify raids, and I can appreciate what they are trying to do… to a point. A Lot of people think they are trying to make fights harder by nerfing mana regeneration, posts like this just add weight to that argument.  Homogenize every class, and then what do you have left? I posted in my last post that one of the best things about playing a Shaman was the uniqueness of our class, and totems were right up there in that list. Slowly it seems like it’s being whittled away. Streamline don’t make obsolete!

Redundancy is good in a raid, but at what cost?

I’ll update this as time permits today and as updates are brought to my attention.

What are your thoughts?

*EDIT*

Ok, so now that my initial shock has worn off and I’ve had my cup of coffee and a chance to sit and think about it in more depth, I’m not overly concerned any longer, in fact I’m quite ok with it now. This is just another in the series of small tweaks to get everything on a level playing field. The impact to the raid shouldn’t be that big, if anything more raids will see a boost from this then any sort of detrimental outcome.

I think my biggest reaction was just it seemed like a change out of left field, I don’t think anyone saw that coming. I am curious however as to what else will change in the coming weeks. Shamans have their Heroism / Bloodlust shifted slightly to keep it as a “Shotgun” buff and now the Mana Spring totem has been adjusted just a little bit. Lets see what else they tweak.