Shaman Healing Talents for MoP – Choose Wisely!

Welcome to part 3! Looks like Shamans are heading into the expansion in the best form since their Ulduar buffs! Let’s take a look at their offerings.

Shaman talents

Matt’s selections

mop-talent-shaman_thumb1

Level 15: Affects movement of enemies. Nothing healing her but would most likely take Earthgrab Totem.

Level 30: Stone Bulwark totem seems about right. But nothing that screams healing for me here.

Level 45: Tranquil Mind totem seems quite awesome for PvP. Windwalk is another option but the usage of both would be heavily dependant on boss encounters and so forth. I’ll pick Tranquil Mind for the ability to ignore spellcast interrupts.

Level 60: Yet another raid healing cooldown for Shaman since SLT might not be enough going into Mists. Healing Tide totem looks to be the Tranquility look-alike. Don’t discount Fortifying Waters either as 10% reduced magic damage will come in handy (I just don’t know when).

Level 75: Ugh, torn between Nature’s Swiftness and Echo of the Elements. Probably the echo. Would be nice having duplicate shaman spells shooting around.

Level 90: Totemic Projection. Being able to tactically place your defensive totems would be a big asset. Elemental Harmony would be a situational talent in case you need to overload an area with water totems.

It does seem that Shaman are going to go into this expansion with a massive boost to their capabilities. With the additional healing buffs and utility talents, they have become that much more competitive. There are 5 talents here that help with healing (or at least, can be considered defensive minded).

Skills

Some of the former Resto tree talents are now merged into the skills that players can receive as they work their way up in levels. Resurgence, Ancestral Awakening and Tidal Waves are the ones I can see. New 85+ skills have not been released yet. I’m not sure if any information on what it could be has been released yet. Hoping to see an Air Elemental totem though. Not sure what it would do. It could just stand there and look pretty while calling down bolts of healing from the sky healing nearby players and shocking nearby enemies. Probably too overpowered. I’m thinking the Shaman tree is just about as complete as you can get for any healing class.

What say the rest of you?

Smite Healing with the Atonement Spec

Atonement’s one of those really curious talents in the discipline tree. We’ve never really experienced anything like it before and I can understand the reluctance behind taking it.

But it’s got some potential. And I found it fun the few times I pulled it off.

How it works

The basic premise is that you’re unloading Smites on a hostile target. As you’re hitting them with Smite, Atonement activates and heals any player within 8 yards of the target for 100% of the damage that Smite does.

For priests at level 80
For priests at level 85

Here are the key talents:

Atonement: You absolutely need this. Its kind of the central focus. In an earlier build, Smite would heal 60/120% according to the damage dealt. In the current beta build, it dropped down to 40/80%. As of the current PTR for the 4.0.1 patch, it was raised to 50/100%.

Archangel & Evangelism: Both of these talents help with buffing the damage you’re dishing out or allowing you to get some precious mana back.

Divine Aegis: Yup, DA bubbles will appear off of heals from Atonement.

Feel free to pick and choose the rest of them according to your own play style.

Glyphs

You’ll want to get some of these glyphs to help vault your utility.

atone-glyphs

Glyph of Divine Accuracy: I know I have close to zero hit gear. For this spec to work, you need to be able to hit the boss. If you can’t hit the boss, you can’t heal.

Glyph of Smite: The Holy Fire DoT doesn’t last that long, but the does help.

Those are the two main ones and everything else is up to you. However, I would recommend:

You’re in the discipline tree anyway. May as well get some glyphs that augment that tree further.

Spell usage

Open up with a Holy Fire right away, then begin blasting away with a Smite. If you’re lucky, you’ll get in about 4 powered up Smites before th e DoT wears off. You’ll need to eyeball your mana here. Get a full stack of Evangelism going. Between Evangelism and the Glyph of Smite, it should elevate you to some reasonably comfortable numbers.

Once I notice a mana deficit of about 15 – 20%, I’ll pop Archangel and instantly get my mana back and resume Smiting.

You still have access to your healing priest spells. Don’t be tunnel visioned into believing that Smiting is the only way to heal because it isn’t. It is the main focus, but don’t forget about your other heals. Use them in a pinch if you need to. Instead of sitting back and waiting for people to take damage, you’re actively doing something which has a positive side effect.

If you’re in a smaller group environment like a 10-man or a 5-man, you’ll need to keep a closer watch on yourself and any other ranged players that aren’t standing with the melee.

In a raid environment, you can use this to your advantage. If you’re like me and contemplating the usage of a full time Smite priest, that’s one dedicated healer on the melee. That means you can focus the efforts of the other healers on the ranged players and maybe an additional one managing the tanks.

Limitations

I expect there to be some sort of diminishing return. I just don’t have the faintest clue what it would be (as in how many players before the effectiveness reduces). Unless you really want to stack your entire raid on top of the boss, the usability of this spec is going to be limited to melee friendly bosses. You don’t want to tango with Deathwhisper or Saurfang for instance. Either the ghosts or bloodbeasts will tear you and your raid up alive. You’d probably want to revert back to the traditional style of being a disc priest and resort to actual healing if those types of bosses are waiting for you.

No word yet on whether this will  be final in either the PTR or the beta. We’ll know within the next week or so.

What I need to now do is find a volunteer priest willing to go Smite heal in our raids. Anyone else planning on giving this a try when the patch kicks in?

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?


Understanding New Talents and Thoughts on Priests

Last week, it was announced that talent trees would get sliced. Reason being that there was too much unnecessary crap and not enough fun talents. Most of us sort of got the idea of what they wanted to do. Include more talents that do something tangible, that we can feel or use.

Potentially free Lightning Bolt after casting a Lightning Bolt? Cool.

Gradually increasing healing by some random percentage of which you can’t really see? Not quite as exciting.

Preview the new trees and see what they’ll look like

How specialization works

Okay, so the way I understand it, the moment you ding level 10, you get to start specializing your character. The moment you invest your first talent, you get access to a myriad of spells and abilities which define that particular tree.

Let’s use a Priest for example.

As Holy

I get access to:

  • Desperate Prayer
  • Holy Priest (Pushback reduction on discipline and holy spells)
  • Meditation

As Discipline

I get access to:

  • Penance
  • Pushback resistance
  • Meditation

From what I can see, no special training is required. You are well on your way to becoming that specialized priest of your choice. There won’t be any 20/21 type builds either. You need to fully invest your points down one tree before you can fork over to a different one. The rate at which you receive talents points have been roughly halved as well. Figure you get a new point every 2 or maybe 3 levels.

What do I think?

My opinion though, I’m not sure what can be done to entice players to select holy at the lower levels. I notice a few sad face Priests when they notice that Desperate Prayer is the innate spell we get. Desperate Prayer makes the most sense for balance and logistical reasons (like what’s the point of getting Circle of Healing at level 10?) At that stage of the game, you’re hardly doing much in a party anyway. At least with the prayer, you can fire off a desperate heal if you pulled one too many murlocs.

I can’t count the number of times where I could’ve easily leveled the murlocs and their huts if I had access to Desperate Prayer.

Anyway, I can certainly see the foundation of Holy taking place. I’m trying to remember what the original 41 point talent was back in vanilla (Spirit of Redemption? Lightwell?). Now if they can just somehow throw in something new in place of Renew or Empowered Healing at the first level under Holy. What would be a decent ability at that level?

Holy seems quite top heavy in the sense that any of the deeper talents could easily fulfill the role as the 31 point talent. Guardian Spirit is the current one. Circle of Healing used to be the end talent back during Burning Crusade, if memory serves. I wouldn’t mind seeing Chakra and Guardian Spirit switched. From a symbolic perspective, I think a talent like that which gives your spells nifty bonuses whenever you string them together should be an ultimate skill.

But that’s inspired from assorted limit breaks from Final Fantasy.

From a logistical and practical standpoint? It might be better off if priests get a feel for Chakra earlier in their leveling life.

The Discipline side of things looks great! Power Word: Barrier as the 31 pointer? Awesome. It appears that Discipline is destined to be the leveling spec (due to Evangelism and Archangel).

One thing I noticed is the placement of Inner Focus. At 11 points in, it will not be accessible to Holy priests. I don’t know if that’s intentional or not. Inner Focus has been one of those taken-for-granted type talents that all healing priests usually get. For it to be cut off like for those that choose the path of Holy is going to be quite the impact. Here’s hoping it gets switched with Archangel.

Anyway, I like the direction the talent condensation is going. Obviously they’re not all complete or finalized yet. Some classes still have a few placeholders or leftover talents from live that aren’t supposed to be there.

Now I don’t know about you, but I’m going to have a heck of a time figuring out which healing priest type I want to switch to. I’ll probably end up dual speccing both anyway. I might just go back to my roots and be straight up holy again in the expansion.

How are you liking the talents so far? (And it doesn’t have to be restricted to just priests either)!

3.3 PTR update

Just a quick post today on the recent changes to the PTR.

Patch 3.3 Build 10596 is up and here are some of the changes you can look forward to right now

Reputation

* The following reputations have been sped up by roughly 30%:

  • Argent Crusade
  • Alliance Vanguard
  • Horde Expedition
  • Kirin Tor
  • Knights of the Ebon Blade
  • Sons of Hodir
  • Wyrmrest Accord

* Sons of Hodir quests now give more reputation overall.

* Top-level helm and shoulder faction-related enchants are now available as Bind-on-Account items that do not require any faction to use once purchased (they still require the appropriate faction level to purchase).

* Reputation commendations can now be purchased for 1 Emblem of Triumph each.

This is a fairly sizable upgrade for us. Not only is rep grinding reduced greatly but once you get someone exalted with sons for example they can buy the shoulder enchant and send it to another character of yours. As an alt-aholic I love this idea.

Spells and Talents

Druid

  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.

Shaman

  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 30 minutes.Restoration
  • Improved Reincarnation: This talent now reduces the cooldown of Reincarnation by 7/15 minutes, down from 10/20 minutes. Reincarnation cannot be used in Arenas.

The change to rejuvenation is great for players who are leveling. It adds 3 seconds pretty much across the board. The Shaman changes to reincarnation and the improved reincarnation talent make me very, very happy. I might actually find 2 points to put in it. Being able to self resurrect every 15 minutes is a great boon for progression night raids as well as just leveling. Toss in a Glyph of Renewed Life and you’re pretty much gtg.

Glyphs
Druid

  • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

This is interesting to me because they announced they were looking at allowing haste to affect HoTs and DoTs. Link here for forums. So I’m curious if this is some form of experimentation on a smaller scale to see the effect of adding haste to HoT’s

General / UI

Interface

  • Any party member may mark targets (this does not apply to raid groups).

I can’t thank them enough for this. I was terrified that this would apply to raid groups. I run 25 mans mainly with my guild and last thing I needed was someone freely moving markers around on a trash pull *shudder*

That’s some of the major changes this build. Hope you get a chance to play with the PTR a little bit.

What are your thought’s on the PTR so far? How do you think patch 3.3 is shaping up?

Until next time.

Sig

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