The One That Got Away

The other day I had the good fortune of talking with our friends over at Wow relief and our conversation got me thinking about something.
Some of us have been around for a long long time in this game. We’ve lived through PTRs and Betas and now two expansion with a third on the way. We’ve seen many things change and many things come and go, and things that were promised to us never come to be. I got to thinking what I would love to see added to the game for my class. The answer actually comes from the Wrath of The Lich King beta.

Back in Beta, restoration shaman had a rather interesting 51 point tallent to play around with. It was unique and new and fresh and odd and I loved it.

Spell_Shaman_SpiritLinkSpirit Link (Rank 1): You link the friendly target with two nearby targets, causing 50% of the damage taken to be distributed to the linked targets. After 2200 damage, the link will sever.

This little baby was awesome in my eyes. The concept behind it and the possible strategic uses of it, especially considering the health pools of both Druid tanks and Death Knights  intrigued me. It wasn’t your normal everyday spell. As a healer we’re used to playing healing triage as well as Cast X spell get Y result + / – a little. This you know the values but you can effectively use this to shift some raid damage around. Alas this was not meant to be and it was replaced by Riptide, which is a very good spell, but doesn’t lend itself to the same sort of mysterious awe that Spirit Link gave me. With cataclysm coming back I’d love to see this come back as a mastery spell or some such. It was a fantastic concept that I’m sad to say got left on the cutting room floor.

So, with that I turn it over to you our readers. Anything you want to see desperately added to the game? Why? Did you find something in a Beta or PTR that you wish would have made it to the live servers?

That’s all for today, until next time Happy Healing!

Sig

What Cataclysm is Doing Right

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There is much to do about this upcoming expansion pack, more so then Burning Crusade and I dare say more then Wrath of The Lich King. I say this because of the buzz around the net as well as just what I hear walking around my home town. People are excited, hell I know I am. But I think people are more excited about this expansion then the other two. I’d like to talk about why we might feel this way about Cataclysm.

In Burning Crusade we were excited, don’t get me wrong. We had just bested the Black Dragonflight, saved the world of Azeroth from the terrors of an awakening Old God and his minions and layed the Smack down on a mighty Lich and his floating fortress of evil. We were eager to go and take on the the next threat to our home and take the fight right to it’s doorstep! We dove into Karazhan and drove out the taint infesting it, we took on Magtheridon and cut the head from between his shoulders. We beat the naga champion into pulp and took the fight to Kael’thas and his generals, all leading up to taking down the of the betrayer and then saving the all Azeroth yet again, this time from the evils of a freshly summoned Kil’jaden.

Then Wrath of The Lich King was announced. We would be returning to Azeroth full time, albeit the frozen northlands. We stepped foot into Borean Tundra or the Howling Fjord and were treated with lush, full environments to play with. From the very beginning we were taunted by the Lich King. Every step of the way he was there, messing with us, trying to break our minds and bring us into his influence. When he failed to do so he sent his agents to kill us. We cleared the Grizzly Hills and Fought back the corruption in Dragon Blight, we stomped on the trolls pledged to the lich king in Zul’drak and freed the animal spirits from their chains, We took on the Vyrkul in their homes among the storm peaks while making friends with the Sons of Hodir. We broke into the home of the titans and cleansed the corruption from it’s halls and saved the world yet again from an awakening god. We proved our worth at the foot of the Lich Kings citadel and now await the doors to be breached so we can take on the blight of our lands head first.

Burning Crusade:

Burning Crusade did a couple things right, and a couple things very wrong. It was a good time because it was new content. We got to go play in Karazhan which thrilled most people because it had been sitting there for so long. We got our first glimpse and some interaction with major lore characters. Shamans and paladins got to swap sides and new races were introduced (although I still think blood elves won out compared to us blueberries), and we got one hell of a troll instance (I loved Zul’aman). They also introduced arena style pvp with various formatting for smaller more intimate pvp battles. It even allowed you to battle against your own faction! The visuals of the landscape were wild and colorful and they let us fly around on the backs of our own personal griffins. We even got to go back in time and participate in some amazing key events in Azeroth history ( I still hate you so so much Archimonde!)

But for what they did right there were a few things they did wrong. The terrain didn’t blend very well between zones. Good example would be going from Zangarmarsh to Nagrand, the contrast was incredibly violent. This theme persisted through most of the between zone areas, with the exception truly being between Netherstorm and Blades Edge Mountains. Our major antagonist was Illidan Stormrage. He was supposed to be the architect of all the going ons in outland, and yet we saw or heard very very little from the emo elf. When we finally killed him atop Black Temple, I couldn’t help but feel it was a bit hollow. Also at some point focus seemed to shift from Illidan to Kael’thas a little bit. He was arguably the harder fight of the two, he taunted us more then Illidan did, and then tried to summon a being capable of culling all of Azeroth. Blood Elves flowed pretty well into the horde lineup, but Draenei seemed out of place even with the alliance. I asked around for some thoughts on favorite and least favorite things from burning crusade and here’s what I got in reply:

Favs:

Shattered Halls

Heroic Magisters Terrace

Lore and Burning Legion theme

Flying!

Space Goats!

Caverns of time!

Least Fav:

Heroic Rep Grind

The SSC lift (I hated that damn thing too, might be worse then door boss)

Arena

All of Hellfire Peninsula

Auchenai Crypts (hated that damn bridge)

Wrath of The Lich King:

Wrath has done a lot of things right. First thing off the bat is the interaction between Arthas and the PC’s. From our first steps onto the shores of northrend the Lich King has been there to taunt us. So much so that when I finally drive a mace through his face atop Icecrown I know I’ll dance a jig, and I think many of you will too. We are driven to want to kill him. In this they learned from their mistakes in BC and did great. The zones looked amazing and the flow between them was incredibly well done. It was very natural flow from say Borean Tundra to Dragon Blight. The quests are immersive and the entire expansion is dripping with lore tidbits, questing gives you story and feels much less of a hodge podge grind. Wrath gate event in the game is amazing, even on the 6th time seeing it.  The instances are incredibly well designed and they brought back one of the most awesome but least experienced instance of vanilla WoW back for everyone to enjoy (Looking at you here Naxxramas!) The daily quests seem less of a grind, and they got rid of attunements for raids and heroics which allows players to experience the content without the soul sucking rep grind. A hero class was introduced for the first time! New Technology was introduced in they way of phasing which was showcased in the Death Knight starting zone but is present throughout the world. It also introduced 10 man raids. Which again allowed further access to content among smaller guilds. Along with these came hard mode encounters and refined vehicle combat. To me this found it’s ultimate purchase in Ulduar, which is a beautiful and wonderfully designed raid zone, and almost ties for first place with me for favorite raid zone (BWL still number 1 in my book) Wrath has done so many things very very right, and very few things wrong. I got some replies to my question earlier to wrath too. here they are.

Favs:

No more attunements or rep for heroics!

Ulduar Hard Modes

Ulduar!

New Pets!

Storyline and Quest integration

Phasing

Least fav:

Sons of Hodir rep grind (pre relic turn in)

Arena

Door boss! (he hates me too =/ )

Quite a difference in lists. Note how short the list of dislikes is. If I missed anything above forgive me, it wasn’t intended to be all inclusive, just sort of a highlight reel.

Lets move on to the upcoming expansion,

Cataclysm

In almost every fantasy novel I’ve ever read, there is a love for home, or a quest to protect home or even the dream of returning home after the adventure is completed. You can see this trend in the Lord of The Rings trilogy, Count of Monte Cristo and various other stories. I point this out because it’s a common theme. This is one of the things Cataclysm is doing right and doing it up front before the game is even released. We are returning home after fighting a grueling war that has taken it’s toll many times over only to find our home ransacked, disheveled and forever changed. Places so familiar to us are being left scarred and broken and lets be honest it gets us riled up. Blizzard is doing something most people never thought they would, in essence they are destroying azeroth, and reshaping it. It is definitely having the desired effect, I could hear it when the game was officially announced at Blizzconm I could hear the whispers around the room and look at all the smiling faces and heads nodding.

We have major lore figures being thrown at us right away, Deathwing not even close to least among them. We see the return of those we thought we had defeated such as Ragnaros coming to burn the world tree in Hyjal and Nefarian back to help his father’s plans along. I also suspect we’ll see Lady Aszhara before too long.

We get to explore areas that have always been enigmas to us such as Uldum (pronounced “Ul-doom” in case  you missed the panel and matt’s report on it) and what lay behind those doors where all those dragonkin came to murder us in Nefarian’s throne room back in the day. We get to travel beneath the Maelstrom and we are promised we’ll be able to fly in the old world now (we get to visit Iron Forges airstrip and the dancing troll village if they are still there!). The gates of the Greymane wall come open and we get to see Gilneas for the first time! I remember sitting in front of the door on my Night Elf hunter when it had the elite furbolg in front of it wondering when I’d get to go play in Gilneas. At this point the tidbits they are releasing feel even more epic then Wrath did. We are fighting to defend our world against a force that was entrusted with it’s safe keeping by the titans themselves. A being so powerful that the earth trembles and ripples with his very power. We are waiting on the edge of our seat to see who lives and who dies in the coming events. As old enemies resurface, alliances are made and the very ground we walk upon is shattered.

In short this expansion is doing what a good novel would do, bringing you back home. In this case though it’s bringing you back home to a place that isn’t the place you remember. By tossing us into this world wide upheaval they are pushing us further into the story. Everyone from RPers to Raiders should be happy with the content that is going to be provided to us. Lore junkies will be turned on their ear and will be foaming at the mouth for more ( I know I already am!). This expansion is setting up with an epic feel to it. Even look at lowering the leveling from another 10 levels to only 5, the emphasis shifts more on content then just leveling. In my opinion that is what they are doing right. They are giving it a feeling of epic grandeur that started with Wrath and seems to have only gotten better over time. I may sound like a fan boy, but as a person who has been reading and writing fantasy stories for a very long time, I’m starting to feel like I’m playing through the events of a book rather than just a game, and that makes me happy and excited to see what’s in store.

So what do you think? What was the best and worst of Burning Crusade? What was the best and worst of Wrath? How do you feel about cataclysm so far? Excited, sad, angry? What are you looking forward to the most?

Until next time,

Sig

Image courtesy of memory-alpha.org

*** SPOILER*** Missed Dungeons and Raids? Screenshots if You Want to See Them

Mark this post as read if you want to remain in the dark.

For every one else, I had the screenshots in my library for quite a while.

It’s no fun listening to audio streams and listening to “Oohs”, “Ahhs”, and applause without getting to see it.

Check out the last shot, too. I don’t know if anyone’s ever mentioned that yet before. I found it interesting.

So here’s a few shots of Eye of Eternity, Obsidian Sanctum, Halls of Lightning, and Storm Peaks

malygos-2malygos-1

Left: Here’s a shot of Malygos in his humble abode. The raid instance is literally a giant disc with Malygos flying around until you activate him. It’s a 3 phase encounter. I haven’t successfully completed him yet so I can’t offer much at this time.

Right: Me in my awesome attempt to try and do something. Alas, Malygos is overpowered and promptly kills us a matter of minutes.

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Left: This is a shot of Obsidian Sanctum. Here is a shot of the party engaging the mini-bosses.

Right: You’ll notice the phasing mechanic put in play. Even though it “looks” the same, I get thrown into a different dimension. Here, I have to kill that shifted drake along with the Rogue or else something bad happens. I don’t actually know what.

os-3os-4

Left: We’re taking on Sartharion. The guy hits like a pansy. For the raiders, take a good look at positioning in terms of tank, boss, and group. There’s a good reason for it.

Right: … Because every so often, a big wall of fire is going to rake the island that we’re on. Notice there’s a hole. Right when the wall warning occurs, the entire raid needs to ensure they’re in one of the two “safe zones” (on the left and on the right, by his tail, if you look carefully). If you eat the fire, you get knocked back and take a non-pansyish amount of damage.

uld-1uld-4

Left: One of the old guys, I think. Wouldn’t dare hit a Dwarven brotha’ from anotha’ motha’. But I don’t dare test out my hypothesis.

Right: Another shot of the exterior. Place looks b-e-a-utiful.

uld-5uld-6

Left: Interior shot of Halls of Lightning. See those Dwarves on the left? It’s the Terra Dwarva army, baby!

Right: The roving boss that was mentioned in the D & R panel is this guy. We decided to set him up in the corner. There’s me with the lightning debuff (Pro tip: When you get it, don’t move. Trust me.)

uld-7

Left: Lastly, check out this interesting shot. It’s right after a wipe and after I released spirit. When you died in Tempest Keep, you’d automatically res to full health and life outside. But if you die out in the Halls, you seem to res in spirit form while mounted on Ghostly Gryphon.

Wrath Priest Tailoring Set

Is there going to be a Primal Mooncloth equivalent in the expansion?

In a word, yes there will be. The next layer of cloth is called Moonshroud. Here’s the two tailoring items we can make from them in order to bootstrap ourselves into Naxx:

Moonshroud Gloves
Moonshroud Robe

Gloves requirements:

4 Moonshroud
4 Bolt of Imbued Frostweave
1 Eternium Thread
1 Frozen Orb (Primal Nether equivalent)

Robe requirements:

8 Moonshroud
6 Bolt of Imbued Frostweave
1 Eternium Thread
1 Frozen Orb

A Bolt of Imbued Frostweave takes 3 Bolt of Frostweave. A Bolt of Frostweave takes 5 Frostweave Cloth

A Bolt of Imbued Frostweave takes 15 Frostweave. The Robe takes 90 Frostweave and the Gloves take 60.

I think.

Assuming I carried the 1 right.

You can learn these from the Grand Master Tailoring Trainers in Dalaran or Howling Fjord.

There’s some great discussion going on right now in Plusheal about Priest professions. Others are discussing the future of Priestly trades. Why not jump in and join them?

The Talented Druid, v. 3.0

When patch 3.0 hits live servers, every endgame raider is going to have to make some difficult choices. We will go from being the max-level, king of the jungle, top of the talent tree whiz kids we are right to being unfinished, not done yet, 10 levels behind. These comments are based on the current beta build, and of course all talents are subject to change at this point.

The raiding tree will have a particularly difficult set of decisions to make. Our prospective talents pull us in two directions, much as they did in early BC, as resto druid healers split into Treeform and Dreamstate varieties. This time, the choice is a bit more subtle, and it focuses on a few key talents. To read a great rundown of the new druid talents and their implications for raid and group healing, mosey on over to Resto4Life. Phaelia has your numbers amply covered! This article attempts to use those numbers to create meaningful builds not for the endgame at 80, but the soon-to-be middlegame of 70 raiding. I don’t know about you, dear readers, but my guild is not finished raiding yet! We’re going to have to learn to operate within the new framework, and quickly. We will be raiding the very day the patch comes out, and I want to be ready.

Prospective Build #1: Wild Growth (8/0/53)

The main goal of this build is to take just enough Restoration talents to reach the talent formerly known as Flourish, Wild Growth. Along the way, the build picks up a few fun new bells and whistles, which should make for an interesting night of raiding while I try them out.

Fun Features:

Wild Growth is an AoE spell that heals 5 party members for 1085 over 6 seconds at max rank, and it promises to be simply tons of fun. As you might guess, rank 2, which we’ll have at 70, is a bit less impressive. Sure, it’s been hit with the wrong side of the nerf bat, but I am hoping for a favorable re-balancing before the patch goes live. It might require learning a new healing style, but it’s animation is beautiful (shiny, pretty cascades of light-filled leaves surround the targets), and it will probably be quite useful in the current end-game content. I am going to make one of my CoH priest buddies switch with me on Bloodboil and let me heal bloodboil groups.

I’ll also be psyched to get my grubby little branches on a fully-talented Living Seed. It doesn’t quite have the wheeeeeeee! factor of a brand-new AoE heal, but I’m hoping for a zippy animation and a sound that either beats or equals the zing of of the priest’s frisbee (Prayer of Mending).

This build also includes Omen of Clarity, which has shaped up to be a neat little effect (for once!) in its current incarnation.

Passive Benefits:

While Natural Shapeshifter seems a lackluster talent now that I won’t ever be shifting out of tree mid-fight, it does lead to a lovely bonus in Master Shapeshifter.

In the Balance tree, I’m able to reach two resto-friendly talents, namely Genesis and Moonglow. That means stronger HoTs and cheaper Regrowths!

Spell Rotation:

This build relies heavily on HoTs and assumes that I will be doing tank healing for the most part. The Regrowth-related talents have excellent synergy with each other, and I am expecting to proc Living Seeds like crazy on my favorite tank. In order to get a further benefit from Regrowth, I am hoping that the Glyph of Regrowth will be available to me. Said favorite tank has promised to level up inscription ASAP, since he’s a flower picker already.

And yes, Lifebloom will continue to be my bread-and-butter spell with this build, even though its effectiveness has now been nerfed all to hell. It is my hope that Genesis will cushion the reduction to Lifebloom’s coefficient, but I will reserve judgement on that point until I see it in action. I logged on the beta to drop myself off things, and the nerf looks pretty significant, but I would still like to see it in raid conditions.

As for Wild Growth, I think I will drop it on the melee area from time to time, but unless I take someone else’s habitual job, I won’t use it all the time. I’m a tank healer, after all.

Drawbacks:
One would expect this build to pick up a fully talented Gift of the Earthmother. I’m on the fence about this one. Phaelia thinks it will be useless, and she’s probably right. I certainly think with the amount of unavoidable spell haste on Wrath of the Lich King gear that it will be totally redundant in its current form, but I’m holding out the hope that it will be useful at 70, since I have practically no spell haste in my regular set.

Prospective Build #2: Nature’s Splendor (14/0/47)

Fun Features:

The capstone feature of the Nature’s Splendor build is the increased duration of Lifebloom. This build would allow a druid to maintain triple stacks of Lifebloom while also casting Healing Touch. I think we’ll still be triple-stacking Lifebloom even though we won’t get as much out of it as we did pre-3.0. The usefulness of Healing Touch, however, remains in question–it’s never been our best spell. Nature’s Splendor increases Lifebloom’s duration to an incredible 10 seconds, which gives me time to sneak in Healing Touch. If I have the Healing Touch Glyph, the spell turns into something more like a Flash Heal, which sounds like loads of fun to play around with. However, its efficiency concerns me, and a druid who uses HT often, glyph or no glyph, will be putting to the test the devs’ current complaint that druids won’t be able to run out of mana.

Passive Benefits:

The other standout feature of this build is Nature’s Grace, which has excellent synergy with the constantly-critting Regrowth. If I time it right, the Nature’s Grace proc could always be used with Healing Touch.

Spell Rotation:

Guess what, I’ll still be tank healing! Except now, a Healing Touch or glyped Healing Touch will be in the rotation for tanks. It will be a little bit like getting Nourish before the fact. Lifebloom stacks will be in effect, and Regrowth will be used for its yummy crits. Now, if it’s possible to use both the Regrowth glyph and the Healing Touch glyph, this build looks a lot more interesting.

Drawbacks:

The Nature’s Splendor build feels very unfinished at 70. The balance talents I’d need are clear, but I had a heck of a time deciding what to take in Resto beyond the basics. Without the last 10 talents, I can’t get full synergy. I contemplated taking Empowered Touch, for example, and I might have with more points. I think if druids are really going to use Healing Touch instead of having it sit on their bars a-wasting, they are going to want to go for a full complement of related talents. That’s not really possible at 70. Darnit, and I really wanted to make use of that 4 piece T6 bonus (which….I don’t have yet).

I hate spreading myself that thin in the Restoration tree to get Nature’s Splendor. I’ve been 0/0/61 for a long while now (ever since Bonkers took Insect Swarm). With fourteen points in Balance, at least one very good talent will be missing from my resto setup, and that bugs me. I like to get the full effect of a healing build!

Conclusions:

I’m going to start out with Wild Growth. And please, keep that weed killer away from me!