Tuesday, December 8, 2009

The Binary Healer

GhostCrawler: "Health pools will be much larger in Cataclysm and healing will be lower. That should help address some of the overly binary feel of PvP and PvE encounters."


There is a huge issue with healing in WotLK as it stands now... and first impressions of Ice Crown Citadel don't change that much. The problem is "binary healing." What this means is that durring a successful encounter (I.E. we win), a tank's health bar is either 100% full, or slightly over 0% full. There is rarely any inbetween. The tank is either alive, or almost dead.

So, how is that a bad thing? As it stands now, this is how a raid encounter unfolds for the tank and its healer:

Start encounter -- Health: 100%
Boss hits tank -- Health: 10%
Spam largest heal -- Health: 100%
Boss hits tank -- Health: 10%
Spam largest heal -- Health: 100%
Boss hits tank -- Health: 10%
Spam largest heal -- Health: 100%
Boss hits tank -- Health: 10%
... ... ...

Fun, right? You can quickly get the idea of what is meant by binary healing. If the healer doesn't get the big heal off quick enough, the tank is dead, and we start all over again. Additionally, as a tank healer, there's little purpose to having anything on your action bar, much less other spells, than your one large tank heal.

Coming down the road, the things we should start seeing are:

1) Larger health pools for tanks
2) Bosses landing hits on tanks more often
3) Boss hits landing on the tank do less damage
4) Smaller heals being used
5) Faster heals being used


Currently, a resto shaman dedicated to tank healing is (or should be) stacking Spell Power, Crit, and Intellect. Meanwhile, a raid healer is (or should be) stacking Haste, Spell Power, and Intellect. This discontinuity in stats for the same class and spec is something that few others have to deal with. Gearing for tank healing will hurt your raid healing, while gearing for raid healing will hurt your tank healing. The changes mentioned above are going to help bring the two closer together. Shamans on tank duty should be able to move away from the slow, large heals, to a better mixture of the heals we've got at our disposal.

3.3 is here!

I downloaded the final bits of 3.3 this morning, and servers are getting mucked around with as we speak. So what do we resto shamans have to look forward to? LOOT! These links come from the PTR (Patch Test Realm) so they'll likely die soon.

I'll finally be able to replace my crappy Naxx-25 ring with a ring from reputation (yay! Don't have to roll for that one!). The Ashen Band of Wisdom comes from the new Ashen Verdict faction. And guess what?! It appears to have haste!! The ring is also upgradeable as you gain reputation. At exalted, it is suggested that you will get an additional "chance" on the ring to increase spell power by 285 for 10 seconds. Guess it's back to the rep grind for me!

We'll also have access to some new leatherworking patterns with the Ashen Verdict reputation. First, Earthsoul Boots with two yellow sockets (woot!), and second, Lightning-Infused Leggings -- both of which are +haste items.

There will be three trinkets we'll have to choose from. The two I'm eyeballing are Althor's Abacus (quite similar to the Forethought Talisman) and the Purified Lunar Dust. Fortunately, one is a healer trinket, so that will limit my competition when it drops, and the other is purchased with emblems, so no competition at all.

This is what has been "data mined" from the PTR up to release. Now that 3.3 is here, we'll have to see what else we will have access to.

Friday, December 4, 2009

Tier 10 Animation

There's something cool and unique about the Shaman Tier 10 shoulders -- Equip: Periodically calls forth the spirits of the Shoveltusk to bolster the bearer's spirits in battle.

Well, turns out it doesn't provide any in-game buffs. But it does give us a nice visual. Fortunately, the shoulders have haste. I'm sure the shoulders will be the first T10 piece I pick up.

Monday, November 23, 2009

It's Tier-10 Time

Patch 3.3 is coming, and along with it, Tier-10. I posted a preveiw image of the set here. Now for the items and stats...

What we're looking at is the Frost Witch's Garb.

SlotGarb (T10)Sanctified Garb (T10.5)Sanctified Garb (Heroic, T10.75)
HandsFrost Witch's HandguardsSanctified Frost Witch's HandguardsSanctified Frost Witch's Handguards (Heroic)
HeadFrost Witch's HeadpieceSanctified Frost Witch's HeadpieceSanctified Frost Witch's Headpiece (Heroic)
LegsFrost Witch's LegguardsSanctified Frost Witch's LegguardsSanctified Frost Witch's Legguards (Heroic)
ShoulderFrost Witch's SpauldersSanctified Frost Witch's SpauldersSanctified Frost Witch's Spaulders (Heroic)
ChestFrost Witch's TunicSanctified Frost Witch's TunicSanctified Frost Witch's Tunic (Heroic)


What's most interesting are the shoulders. Looking at those, we find Call of the Shoveltusk -- Periodically calls forth the spirits of the Shoveltusk to bolster the bearer's spirits in battle. What that does, nobody seems to know. At this point, I'd guess it's just visual. But that's just speculation.


Our bonuses look like this:

2-Piece -- Your Riptide spell grants 20% spell haste for your next spellcast within 10 sec.

At first, you see haste, and you get optimistic. But then you ask yourself, "Self, when will I ever use it?" Unfortunately, this isn't something you can change your "rotation" over (as the designers have said they intended). It is only incidental. You can't use it to set up another heal, or you'll just be adding a cooldown to an already pre-hasted cast. So, it's nothing to get too excited about.

4-Piece -- Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over 9 sec.

This appears to add a Heal over Time (HoT) effect to the target of your critical Chain Heal. It's a free heal, so I won't complain. Nothing earth-shattering, though.

Monday, November 16, 2009

Item Links

Trying out MMO-Champion's item link script... pretty easy to use...

I picked up the Belt of the Ice Burrower this weekend. The bad thing about it is it's lack of haste. After gemming it up, I'm going to lose about 50 haste. After doing quite a bit of thinking, I'm going to be regemming all my gear to make up for the lack of haste. Because of the additional Mp5 on the new belt, I will instead play with flasks\food. The Spell Power I lose by regemming, I could make up with flask or food, rather than using the Mp5 flask and food. I anticipate that it will take some time to get the balance right again.

Tuesday, November 10, 2009

The (Real) Tier10 Preview

It's here! I must say, it's not too bad looking. The helm is a little awkward, but it can always be hidden :)

preview

Friday, November 6, 2009

UPDATE -- Shaman Tier 10 Revealed!

We finally have a preview of the Shaman Tier 10 armor set! So without further ado, here it is:



Can't wait to see the Draenei version!

Find more of his artwork here.

Shaman Tier 10 Named

Still no preview for the Shaman Tier 10 set, but we do have names now.

Frost Witch's Garb (Restoration)
Frost Witch's Regalia (Elemental)
Frost Witch's Battlegear (Enhancement)

Would still like pictures. :(

Wednesday, November 4, 2009

Dilemma

First, to start, just an update on the shaman Tier-10 preview. Oh wait, there isn't one.


And for the Dilemma:

So I mentioned before that I picked up a really nice staff. One thing I didn't think of though, is how I'm going to replace it. How do I replace a two-hander with a MH+OH upgrade?

The only upgrade I'd be able to take is both a new MH + a new OH. Using new MH + old OH, or vise versa would be a downgrade from the staff. So in order to upgrade, I'd have to have both new MH+OH.

My choices, as I see them, are as follows:

1) I pick up MH and it sits in bank until I am able to pick up an OH to go with it. Meanwhile, someone else who could have been using it is going without, while it's sitting in the bank doing nothing.

2) I pick up a new MH and I use my old OH, eating the downgrade until I get a new OH.

3) I pass until everyone else already has new MH + OH. The danger there is, how long will I be two steps behind everyone else?

Not sure what the right move is there.

Monday, November 2, 2009

Still No Tier-10 Preview

I'm a bit disappointed that there has been no preview for the shaman Tier-10 set. My only hope is that it's going to be so grand that they wanted to take extra time to get it just right. In reality, it's likely going to be something they've been putting off and are finally just going to grab some old gear to retexture. /sigh

Monday, October 19, 2009

Enlighten Me!

This last week, I somehow picked up Enlightenment from ToC-10. It's a staff, with spell power, haste, and crit. I must say it was a surprise as I've not bothered to even look at staves for quite some time.

Let's look at the stats:
StaminaIntellectCritHasteSpellPowerSockets
72921131085502





Now compare to what I had:

Spectral Kris:
StaminaIntellectCritHasteSpellPowerSockets
303036464871


+

Voice of Reason:
StaminaIntellectCritHasteSpellPowerSockets
49494631740



Total:
StaminaIntellectCritHasteSpellPowerSockets
797982775611





The difference was:
StaminaIntellectCritHasteSpellPowerSockets
-7+13+31+31-11+1





The result was an upgrade. The 11 spell power lost could easily be made up with the additional socket.

But what if I pick up the Guiding Star?

StaminaIntellectCritHasteSpellPowerSockets
36480495500


+

Voice of Reason:
StaminaIntellectCritHasteSpellPowerSockets
49494631740



Total:
StaminaIntellectCritHasteSpellPowerSockets
859746806240





The difference would be:
StaminaIntellectCritHasteSpellPowerSockets
-13-5+67+28-74+2





74 spell power is a big deal, but so is losing 67 crit.

So, that's a lot of numbers. LT;DR is this -- I'm no longer after the Guiding Star. It looks like the staff will be in my possession until I can upgrade the shield, and I'm not sure that's going to happen any time soon.

Wednesday, October 14, 2009

Tier 10

MMO-Champion has given us a glimpse at our new Tier 10 items.

Totem\Relic
For resto shamans, the effect is as follows: Your Riptide spell grants 85 spell power for 15 sec. Stacks up to 3 times.

Now at first glance it looks a little blah. 85 * 3 is 255. 255 vs 234 from the Tier 9 totem is not a whole lot. And considering how often Riptide is cast as opposed to Chain Heal, I doubt I'd have the full 255 very often.

Gear Set
2 piece - Your Riptide spell grants 20% spell haste for your next spellcast.

This could actually be good for Lesser Healing Wave spam, and Chain Heal spam. I would be currious though if it stacks with the haste Healing Wave already gets from the Tidal Waves talent. My guess would be not.

4 piece - Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount.

I'm not sure exactly what this means. Does it mean that if I get a critical strike, it will heal my target for an additional 25%? If so, a 16k crit heal would turn into a 20k crit heal. Not bad at all.

Name: Returned

I just wanted to do a follow-up on my previous entry: Name: Stolen.

My name is once again unique. I am again the only Pirimus in WoW. Not sure who it was, but they've either renamed their character or deleted it. Either way, I'm happy again.

Tuesday, October 13, 2009

Heartmender Circle; Lack of Mace; 5-man ToC

Three-in-one today:

Ring --
I finally picked up my Heartmender Circle, purchased with 35 Emblems of Triumph. It's got some nice stats on it.

By equipping it, I lost haste, but gained crit. I've been a big proponent of haste as of late, so some may wonder why I would give it up. The reason behind it is that I want my crit at 30%. I'm sitting at about 28% now. I was able to keep Chain Heal at a 2 second cast, so dumping a little haste for some more crit was an okay thing to do.

Lack of Mace --
I still wait on the Guiding Star. I'm a man (or Draenei) obsessed. It really does bug me that I don't have a mace.

5-man ToC --
I was asked recently what I did to "auto catch" Eadric's hammer in the Trial of the Champion. I actually stumbled on this by accident, but it works quite well.

Just use the Grounding Totem -- it will "catch" the hammer, regardless of who it's thrown at. There's a long enough CD on the hammer throw that you'll be able to keep the totem down the entire fight. From there, it's easy mode.

Wednesday, October 7, 2009

Tier 9, here I come!

Stumbled on this little tasty crumb today:

The current plan [talking about 3.3] is to make Emblems of Triumph the "base" of emblems so everything that drops Emblems of Conquest would be changed to Triumph and then the new raid content would drop the new highest emblem along with things like the heroic daily and such.


Source: http://forums.worldofwarcraft.com/thread.html?topicId=20122741378&pageNo=7&sid=1#126


So what does this mean? More heroic farming, more daily farming, more Naxx farming. I'm wondering how long it will be before Naxx is a two-hour clear.

Tuesday, October 6, 2009

Resto Shamans in 3.3

I thought I'd stop in and take some time to discuss changes coming to resoration shamans in the next patch, 3.3 .

Wait .... there are none. Nevermind.


In general, what we're going to see is Icecrown Citadel with three new five-mans and one raid. The five-mans are quite exciting. But I'd really like to get through current raids before being thrust into a new one. I'm so behind :(

Monday, September 28, 2009

New Totem

Ever since the Tier 9 gear went live, I've eyed the new "Tier 9" totem -- Totem of Calming Tides. For a long time, I've poo-pooed it. I've never been a big fan of "chances". This one happens to have a 70% chance to proc (trigger), with aparently no internal cooldown.

Equip looks like this:
Each time you cast Chain Heal, you have a chance to gain 234 spell power for 15 sec.

Compare to the Steamcaller's Totem, dropped from Flame Leviathan or purchased with Emblems of Conquest:
Increases the base amount healed by your chain heal by 243.

Initially, the question is, why would I give up a sure thing in the Steamcaller's Totem for a 70% chance? That question is what disuaded me from picking it up when it first hit the vendors. But now, with the whole "try before you buy" thing (IE: can return for a refund), I decided to pick it up and take it for a spin around the block (or heroics, in my case).

What did I find? The totem is actually pretty darn sexy. The "dumb" math without digging into the real math says this --

Steamcaller's Totem -- +243 on first target, +97.2(40% of 1st) on 2nd, +38.88 on 3rd, +15.552 on 4th == +394.632 total per Chain Heal cast.

Totem of Calming Tides (triggerred) -- +439.92 (234 * 1.88 SP modifier) on first target, +175.968(40% of 1st) on 2nd, +70.3872 on 3rd, 28.15488 on 4th == +714.43008 total per Chain Heal cast or +439.92 per any other heal cast.

Again, this is just "dumb" math and not taking into consideration all the other cast time modifiers, base healing, or any other formula.

The reality is, the Steamcaller's Totem is only good for Chain Heals. If you are primarily using Chain Heal, then with the 70% chance, Totem of Calming Tides will be up almost always. And, you'll be able to get in your Lesser Healing Waves or Riptides and take advantage of the totem. If you're tank healing? An occasional Chain Heal to gain the totem effect and get your larger Healing Waves off. Turns out, it's a sweet totem, and well worth the cost of 26 emblems.

Thursday, September 24, 2009

Long Time, No Post

It's been a couple weeks, time for an update.

I'm hoping in the next week to be able to pick up my ilvl 245 ring, the Heartmender Circle. I'm about a week's worth of daily heroics away from buying it. If I can manage to squeeze into some raids along the way, it will shorten the time a bit.

I've also purchased the pattern for Black Chitin Bracers. Also ilvl 245, and they have a socket. I am two Crusader Orbs short, but with prices falling, shouldn't be too long before I am able to grab them. Now... just have to find a leatherworker who is willing to make them in exchange for a free epic pattern.

Together, those two items should raise my gear score by 58 points, putting my score in the 2560+ range. At the moment, though, that would only bring me back into the top 20 restoration shamans in the realm. And by the time I get them, it will likely not even do that for me. I'm probably doomed to be in the 20s for quite some time.

I am, for the time-being, once again Headmaster (Guild Master) of The Order of the Phoenix. I'm hoping there is not as much turmoil as there was the last time. At least the guild has some excellent officers, it does help.

And how's the whole haste gear thing going? I love it. It works quite well. I still will end up on the verge of running out of mana at times, but it's not bad. If I can continue picking up more haste gear, I'd like to be able to get my Chain Heal down to 2 seconds without the help of a totem -- but that's going to take a lot more haste.

Wednesday, September 9, 2009

Gear

I have at last been able to replace my shoulders. I picked up Nobundo's Spaulders of Conquest for 30 emblem of triumph. They are iLvL 232 Tier 9 shoulders. Next I'll either be picking up the emblem ring, or the Tier 9 gloves.

What the shoulders allowed me to do was maintain my haste while adding intellect back into my stats. And now, at this point, there is very little left for me in Ulduar. 25-man Razorscale continues to deny me my Guiding Star. There are some rings, and possibly trinkets, I wouldn't mind getting my hands on either. Aside from that, there's really nothing left outside of hard modes.

Wednesday, September 2, 2009

Stats Again

So I've been playing around, and am at a pretty good spot for haste+regen. Chain Heal is down to a 2-second cast. I'm ending encounters just on the brink of running out of mana. It's all good. But I want better gear, and that's going to disrupt things a bit. So where do I go with stats now?

I need to lose some crit. I want my crits to be around 30-35%. Currently, they're at around 40-50%. Nice for mages, but I think I can get more use out of other stats at this point.

Haste is right around the place I want it to be. A two-second Chain Heal is quite powerful. At this point, though, I'll start getting less point-for-point out of haste. So stacking more haste is going to lose value. New shoulders and gloves I'll be picking up will be haste rather than crit. What that means is that I'll lose some crit (fine with me), and gain a bunch of haste. It will allow me to replace some of the haste gems I've got.

So after haste and crit, what's left? Spell Power. Once I'm able to pick up the haste shoulders and gloves, I'll be able to start replacing haste gems with spell power gems. I'd like to get my Spell Power to 2700-2800 self-buffed. It's around there where we go full circle and start looking at crit again... but I'll cross that bridge when I get to it.

Friday, August 28, 2009

Maces Don't Drop

11 Naxx-25 Kel'Thuzad kills -- Torch of Holy Fire drops: 0

5 Ulduar-25 Razorscale kills -- Guiding Star drops: 0

It saddens me that the only thing I've been able to find is a dagger. Shamans don't use daggers!

/vent

3.2 Resto Shamans

3.2 changed a lot with resto shamans... so if you're still spec'ing\gemming\healing as you did in 3.1, you need to do a little catch-up.

1) Talent build changed -- http://www.wowhead.com/?talent#hZ0xxhZx0euIeoxkrIRt:L0icmz
-- You might notice the lack of elemental weapons. When you're leveling or working your way through 5-mans yet, take 3 points out of Healing Focus and put them in Elemental Weapons for the additional bonus healing. When you're at raid level with appropriate gear, the 45 bonus healing is not worth the talent point cost... it's time to lose it.
-- Also note the glyphs. There are other glyphs available, but this comination will give you a well-rounded balance.

2) Spells:
-- Rotation -- there is none, never was, don't even use that word.
-- Riptide -- A spot heal, a quick top off for DPS. Don't cast it for the Tidal Waves talent's effects alone.
-- Lesser Healing Wave -- Used when you need to heal a lone DPS. Also used when you are raid healing and the raid is spread too far for Chain Heal. It's fine for tank healing up to the point where you start the more advanced raids... but in Ulduar and beyond, no longer used for tank healing.
-- Healing Wave -- This is your tank heal. Don't cast Riptide for the sole purpose of the HW cast time reduction. RT will add a global cooldown, while the tank is waiting for their heal.
-- Chain Heal -- Used when you are raid healing. The new 12.5 yard range makes CH king once again.

3) Gear Stats:
-- The days of stacking Crit+Int are gone. Unfortunately, this is the direction I chose to go in 3.0\3.1 . That means I've been doing a lot of regearing since 3.2 to tone it down a bit.
-- Gear should be balanced. Previously, a person might pick up a lower level haste item to replace crit, or vise-versa. No longer. Your gear set should have a decent amount of crit, haste, and Mp5. No more "stacking" stats in gear sets.
-- With the increased utility of Chain Heal, haste is now the desired stat... but not to the detriment of the others.

4) Gemming:
-- Gem for Intellect until you have no mana issues, then start replacing Int gems with Haste.
-- Socket bonus rule goes like this: Ignore them, unless it will give you more Int or Haste than would be had with a pure yellow gem.
-- Spell Power gems will help with the PUGS who demand large bonus healing numbers. They will be of little use otherwise.
-- If you are more concerned about throughput and actual healing than you are about big numbers on your armory page, do not gem for anything but Int or Haste

Monday, August 24, 2009

Cataclysm

Along with this year's Blizzcon comes the buzz about the next World of Warcraft expansion -- Cataclysm. The expansion is quite a while away yet, aimed at an undisclosed 2010 release date. As such, nothing is a sure thing. Despite this, thanks to Blizzcon, little tidbits of information are spilling out and have piqued some interest. Still, this is a (resto) shaman blog. While there are many cool things around the corner, I'll do my best to keep it on topic. But again ... nothing is certain until its release.

New races and race\class combinations:


The first thing you'll notice is two new races. Horde will have Goblins, Alliance will have Worgen. Goblin Shamans will be possible. Much to my dismay, Worgen Shamans will not be possible. However, Dwarves may now be coupled with the shaman class.

Stat Changes (some of these may happen well before Cataclysm, in patch 3.3 perhaps):

  • The 5 second rule might be removed with the changes made to spirit but there isn't any final decision about that. :: I hear you -- wait right there. What does this have to do with shamans? Shamans don't use spirit, noob.
  • Spirit is going to be a healer stat only, it won't exist on DPS Gear. Healers need it to regen and other casters don't use it at all. (Other casters will use Intellect for Spell Power) :: More "spirit" info?! Where are we going with this?
  • MP5: This will be removed from items and replaced with Spirit. All healers will be given a meditation-like ability. :: What!? NOOOOO. Well, at least we can rely on good 'ol spell power to be there for us.
  • Spell Power: Spell Power is being removed from items as well. Don't panic, we'll be improving Intellect so that it provides mana and Spell Power. :: -.-

A couple more points of interest:

  • Every healer class can now dispell magic, the niches will [be] other debuffs. :: Shamans are currently unable to dispell magic.
  • Developers want shaman to be good AE healers and might buff Chain Heal even more. :: Please wait while I put on some clean pants.
  • Sacrificying the group utility of mana tide totem to give it a much better regen is a possibility. :: This means no more group-wide mana regen, but rather a personal regen with more mana return. I could live with that.

Friday, August 21, 2009

New Talent Build

New Talent Build

The difference here is the lack of Elemental Weapons. Elemental Weapons gives a flat 45 bonus healing. Here's why Elemental Weapons had to go:

Previously, one talent build was king -- Chain Heal Build . That was by far the most common because the Healing Way talent was junk. I took the talent for my dual-spec build so I could have a little bit extra when I needed to tank heal. Then comes 3.2 and the new Healing Way talent -- a straight-forward 25% increase to Healing Wave.

All was good, for a while. But since we (the guild and me) started hitting new content, something has become clear -- Chain Heal and Healing Wave are no longer exclusive. That means that in any given encounter, I may need both a full-powered Chain Heal and a full-powered Healing Wave.

So, in walks the new talent build -- a merge between the previously split build that now offers a boost to both Chain Heal and Healing Wave at the same time. At the cost of 45 bonus healing, it's worth it in order to have the heals you need, when you need them.

Wednesday, August 19, 2009

R.I.P. Crit

In a previous post, I wrote about the stats shaman healers like. There are three different choices for shamans -- heavy crit, heavy haste, or a balance of the two. I've always tried to balance the two, but have leaned closer to the crit side.

As I get further into Ulduar, I am starting to see a new pattern emerge, and am expecting it to continue. The pattern is two-fold. First, MOVE MOVE MOVE. Second, damage spikes that need healed now. Both of these favor haste.

The benefit to crit is actually mana regen. With the right talents, the more often you crit, the more mana you get back. So what's changed? Mp5. Along with patch 3.2, items with Mp5 now return more mana. This means that you really don't need to stack so much crit for regen. It frees you up for -- you guessed it -- haste.

The result. I'm now swapping out crit gear for haste gear. I will also be playing with gems once again, as I find the balance between intellect\regen & haste. Yes, I will be starting to replace intellect gems with haste... something else that was a no-no prior to 3.2 .

Sunday, August 16, 2009

Glyphs

There are 5 glyphs that are the most typical for shaman healers.

Majors:


  • Glyph of Lesser Healing Wave -- Your Lesser Healing Wave heals for 20% more if the target is also affected by your Earth Shield. :: You want this one if you're doing a lot of tank healing. If raid healing, it's a bit of a waste.
  • Glyph of Earth Shield -- Increases the amount healed by your Earth Shield by 20%. :: This one is good whether you are tank healing or raid healing. Why? ES should always be on the tank, so making it heal for more will help out quite a bit.
  • Glyph of Chain Heal -- Your Chain Heal heals 1 additional target. :: If you are raid healing, this one is a must-have. A bit of a waste if you're tank healing.
  • Glyph of Water Mastery -- Increases the passive mana regeneration of your Water Shield spell by 30%. :: More Mp5 from your water shield, which should always be up. Helps to keep from going OOM.

Minor:

  • Glyph of Water Shield -- Increases the number of charges on your Water Shield spell by 1. :: This used to be bigger when crits consumed orbs. But for lack of anything else Minor, this one is still nice for the raid damage you do take.

There are a couple glyphs that others might take, I don't see them being as useful as the glyphs listed above.

Mana Tide: Mana Tide is dropped on occasion. And while more mana from Mana Tide is nice, you're going to take up a glyph slot that should be used by a more powerful glyph.

Healing Stream: There's a reason it's often called "Overhealing Stream". It is a party-only totem. If you happen to be tank healing, and are in the same group as the tank, and can always keep the totem up in range of the tank, it could be useful. Having it tick away on a raid group that's not taking much damage is a waste of a glyph slot.

Earthliving Weapon: An increased chance to trigger the earthliving hot is interesting... the problem though is that the HoT that results is somewhat weak. Not as powerful as, say, chain heal hitting a fourth target.

Wednesday, August 12, 2009

It's Been a Week!

Well, not a lot going on ... had you fooled for a moment.

Drama! Guild Drama! What else could it have possibly been?

A while back I left the guild I've called home for years, ever since the beginning of its, and my, very existence in WoW. We both started about the same time, and I have watched it grow up to what it has become.

I left because I wanted to raid. The leader of the guild I was raiding with made a sudden declaration one day that only those in his own guild could raid with them. Shortly later, he backed it down (after realizing they wouldn't have enough to sustain on their own, I would assume) saying that nobody outside his guild would be gauranteed a spot. So, whatever, I moved over to the other guild.

Things in that guild started getting rockier, little by little, until last weekend the threat to disband came, followed by mass desertion. Most everyone went and started a new guild. I did not join them. Instead, I returned home.

We seem to have accumulated enough quality people to start our own "progression" 10-man raiding. For the larger, 25-mans, we'll likely team up with the new splinter guild to get some raiding accomplished.

So here's to our new success... wish us luck.

Wednesday, August 5, 2009

Shaman, Shamen, Shamans

Thought this would be an interesting post. People can get confused about what to call more than one shaman.

Merriam-Webster may be of help here:

Main Entry: sha·man
Pronunciation: \ˈshä-mən, ˈshā- also shə-ˈmän\
Function: noun
Inflected Form(s): plural shamans
Etymology: ultimately from Evenki (Tungusic language of Siberia) šamān
Date: 1698
1 : a priest or priestess who uses magic for the purpose of curing the sick, divining the hidden, and controlling events
2 : one who resembles a shaman; especially : high priest 3

So now you know. And it can be pronounced shaw-muhn, shay-mawn, or shuh-mawn (don't call me a she-man please).

Of Paladins and Shamans

So I don't know much about paladin healers. My paladin is a tad bit low yet, and I don't think he will ever heal. But what I've gathered about holy paladins' gear is that Crit + Int is valued above all else. Doing a little reading, it would appear that has changed slightly with 3.2. It now looks like paladin's might start valuing Int + Mp5 more ... wait a minute ... that's what shamans want!

So what do I foresee? Typically Mp5 gear that is shareable by the healers (necklaces, rings, shields, maces, etc) has been viewed as shaman gear, as that's what's of great value to us. This may change, and we may find resto shamans being challenged for gear by holy paladins. Doesn't sound like much fun. :(

Tuesday, August 4, 2009

3.2 is Here!

3.2 has arrived -- not really news, unless you've been living in a cave (completely possible if you're a troll).

The entire patch was around 400MB, a pretty good size. Took about 5 minutes for me to download. Servers will be down though for at least another hour, but I would bet it will be longer based on past experience.

So what do we get? We get some new tier gear, a new 5-man and 10\25-man raid, a new 40-man battleground, and some new wallpaper. But what's in it for the shaman?! I've said a lot of this before in other posts, and I'm not going to go into everything, just wanted to point out some items of interest to us PvE resto shamans:

Chain Heal: Jump distance increased by 25% to 12.5 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.

Big Big Big. Chain Heal will be used again. What does this mean for stats? Haste Haste Haste.

Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

Mentioned in a previous post. I think this will be helpful mostly to those mage tanks that don't have a lot of armor to start with. By making a flat damage reduction, armor won't matter.

Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.

This may make the resto\resto dual-spec obsolete. It will be a major improvement to Healing Wave. No doubt quite a few more shamans will be picking up this previously laughable talent.

Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.

One word -- macros. I macro Nature's Swiftness into most of my heals. Some will save it for an "Oh @*$&" moment. I usually find that by the time an "Oh @*$&" moment happens, the rest has already gone down hill so far that a single instant heal would not be enough to gather things back up. This, ultimately, will allow more heals to get out during an encounter.

Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

I was in VoA this week. One other shaman in the raid discovered the dirty little problem with Tidal Waves. It's that Lesser Healing Wave is so fast on its own, with the haste you simply pick up on gear, that when you throw in Tidal Waves you end up hitting a wall on the global cooldown (GCD). What you end up with is a spell that casts faster than it can be used again.

So what this change does is remove the useless haste on Lesser Healing Wave and replace it with some critical strike - something that is always welcome.

Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Triggers on Chain Heal crits. No more need to refresh because of crit. Win.

Monday, August 3, 2009

Trinkets, Precious Trinkets

Trinkets, in my opinion, are the wildcards of a gear set. With most gear, you get a flat upgrade when you move up the iLevel ladder. But with trinkets, iLevel does not mean everything. Sure, I cringe when I see level 80s running around with level 70 PvP trinkets, so there's a practical limit to what is acceptable. It's often the case, though, that an iLvl 200 trinket may be better for an individual than an iLvl 213 or 219, or more. Trinkets give you that "little bit extra", and should be used to get that "little bit extra" you need.

The trinkets I run with look like this:

Energy Siphon
Binds when picked up
Unique
Trinket
Requires Level 80
Item Level 219
Equip: Restores 54 mana per 5 sec.
Use: Increases spell power by 408 for 20 sec. (2 Min Cooldown)

Soul of the Dead
Binds when picked up
Unique
Trinket
Requires Level 80
Item Level 213
Equip: Improves critical strike rating by 95 (2.07% @ L80).
Equip: Your spell critical strikes have a chance to restore 900 mana.


I will be picking up a new one today:

Darkmoon Card: Illusion
Binds when equipped
Unique-Equipped
Trinket
Requires Level 80
Item Level 200
Equip: Increases spell power by 100.
Use: Absorbs 1500 damage for 6 sec. When the shield is removed by any means, you regain 1500 mana. (5 Min Cooldown)


Then, looking at the new PTR loot, (3.2 this week please!) I found a new one and wet myself:

Coliseum 25 Badge Loot Healer Trinket
Binds when picked up
Unique
Trinket
+128 Intellect
Requires Level 80
Item Level 245
Use: Increases spell power by 599 for 20 sec. (20 Sec Cooldown)

128 Intellect will be more than awesome. It will be flat out Godly... and purchasable with emblems. I couldn't be happier.

Friday, July 31, 2009

Streams and Springs

Shaman have two water totems that are a staple of the class. The first is Healing Stream. The second is Mana Spring. You can only use one at a time, so it's good to know which to use when.

Let's first figure out what they do:

Healing Stream (Party\Group-only): Summons a Healing Stream Totem with 5 health at the feet of the caster for 5 min that heals group members within 30 yards for X every 2 seconds.

Mana Spring (Raid-wide): Summons a Mana Spring Totem with 5 health at the feet of the caster for 5 min that restores X mana every 5 seconds to group members within 30 yards.


They key to which one you'll be using is the number of Paladins in your group\raid:

0 Paladins: You will have no pally buffs, so drop your Mana Spring totem for the Mp5

1 Paladin: You should take Blessing of Kings from the paladin (10% increased stats) for the larger mana pool. You can then drop Mana Spring for the Mp5.

2 (or more) Paladins: You should take both Blessing of Kings and Blessing of Wisdom. This will give you both the mana pool and Mp5. You can then drop the Healing Stream totem.

It should be noted that Mana Spring and Blessing of Wisdom do not stack. There is no benefit to dropping Mana Spring while BoW is active.

Thursday, July 30, 2009

New Ulduar-25 Gear

So I ended up joining a PUG (which actually happened to have some people I knew in it) for Ulduar-25 last weekend. XT was kind enough to drop the Quartz-studded Harness for me. As I was the only resto shaman, it was all mine. Again, not a huge upgrade from tier 7.5, but it was a slight upgrade. The set bonus had already been broken, so I gemmed it up and put it on.

I am still on the look-out for a new weapon. All that has been dropping is priest & druid weapons. I will gladly take the Torch of Holy Fire from Naxx-25 KT, while I wait on Uld-25 Razorscale to drop the Guiding Star. The thing is, I've been killing KT near every week since who knows when, and I think I've seen Razor down a dozen or so times. Not once have I ever seen either item drop. I still say they are myths.

Monday, July 27, 2009

Healing Meters, Decoded

A lot of people put far too much emphasis on healing meters. Typically, I'd say those people tend to be DPS meter-whores who are attempting to bring that inside competition over to healing. Before long, everyone else is jumping on board, and you've now got healers casting randomly, sniping, overhealing, and wasting mana.


So you're sitting there, asking yourself ... "Self, why do we have healing meters if they're so evil?"

Meters can be good for some things, when used correctly. Most often, I'll look at it when I'm standing there picking my nose with nothing to heal. When I start to wonder what's going on, look at the meter, and see the lowest amount of overheal by any healer is over 50%, it's an indicator that there are too many healers.


The question I hear the most is: "Why am I always lower than [insert class here] on the meter?"

The answer is not simple. It depends on a lot of different things. In a lot of cases, you're going to be compairing apples to oranges. The only way a close comparison can be made is if you were at the exact same gear level, you had the exact same assignments on the exact same encounter, with latency exactly the same, response time (how quickly can you click you mouse?) exactly the same... and that's not even taking into consideration things like luck, crit, trinket procs, etc.

In reality, there are just far too many things to consider to make a direct comparison.


But, in a hypothetical perfect world, where should shamans sit on the meter compared to other healers?

I'll go back to this shaman definition -- jack of all trades, master of none. We are support healers. And given that, all things being equal, in most cases shamans will not find themselves at the top of the meters. We are not as good at single-target healing as paladins. We are not as good at raid healing as priests. We are not as good at mobility healing as druids. Where we do shine is heal sniping. ;-)

Friday, July 24, 2009

I Has Sockets!

Yay for sockets! Now what to put in them...

There are three permissible stats to use when gemming: 1) Intellect, 2) Spell Power, 3) Mp5. That's it, in that order. There are no other acceptable answers. Wipe your tears and deal with it.

Gemming goes something like this --

Gem for Int until you have no mana issues. Ignore socket bonuses unless the bonus + gem would give you more intellect than the Intellect gem alone. In that case, go for either Int\SP (for red socket) or Int\Mp5 (for blue socket). If you need certain colors for a meta gem, use the Int\SP or Int\Mp5 gems as needed.

Once you no longer have mana issues, start replacing some of the Int gems with Spell Power.

Never gem for pure Mp5, crit, or haste.


Why so much Intellect?

Intellect gives you additional crit. With talents, 10% of your intellect is converted to spell power. And most importantly, intellect gives you a larger mana pool. Replenishment and Mana Tide Totem return mana to you based on a percentage of your mana pool. So, the larger the mana pool, the more mana you get back. When in doubt, go for intellect.


Meta gem -- Get the Insightful Earthsiege Diamond. Again, it's the only option, learn to live with it.

Crit and Haste and Regen, OH MY!

The question comes up often -- What stats do I stack? I've been picking up all this crit gear, but now it seems everything is coming with haste! What do I do?!

Honestly, there is no "here's what to do" answer. There is no one-size-fits-all solution. It all really depends on what you do. There are three schools of thought as far as stats go:

1) Haste\Regen -- Haste is a truly God-like stat for chain heal spam. Starting Naxx, haste was awesome. There was so much chain healing to do. With enough haste, you can pump out chain heals in under two seconds, without care to where they're actually going. However, like everything, there is a balance. The quicker your spell, the more spells you will cast in a given amount of time, the more mana you will burn. So typically, with massive haste, you'll need massive regen (Mp5 *while casting*) to back it up. So mostly CH spam raid-healing? Go haste\regen.

2) Crit\SP -- If you do a lot of tank healing, you can end up with some gigantic health bars to keep full. When your tank takes a huge hit, you need to get him from 10% to 100% now. You're going to need a lot of crit and spell power to get it done. Aside from that, your tank will pick up some extra armor (or damage reduction in 3.2) when you do pull off a crit. So the more crit, the less damage taken by your tank, the less healing you have to do. And, with talent points spent in the right places, your crits can become mana regen, which means those big heals you're firing off at the tank won't be quite so expensive.


But, the reality of it all is, unless you find yourself in a situation where you're all geared up, and can start collecting two sets of gear, you're going to be picking up whatever gear you can that is an upgrade. That leads us to #3:

3) Balance -- I'll let you in on a bit of a shaman secret -- the true role of the shaman class is healer support and heal sniping. Like it or not, that's it. By definition, we are the jack of all trades, master of none. Our job is not to be on top of the meters, to be the top healer, to be the best out there. Our job is to support the other healers in the raid. Our job is to fill the gaps, to pick up where others fall behind, to fill in wherever needed. Given that, it's very difficult (and often incorrect) to say "I will only raid heal" or "I will only tank heal", so why stack stats that will benefit only one and not the other? Mix up your stats a bit, so you can get big, fast heals out to everyone in the raid, and you'll be a much more well-rounded healer.



I hear you ... "Wait wait wait. What about regen?"

Regen -- Every time I see a shaman with any Spirit gear, I get the sudden urge to kick a kitten (calm down, I wouldn't actually kick a kitten). Spirit for shamans is worse than worthless. At any time, should a shaman see spirit gear, the correct action would be to turn away, and run screaming like a little school girl. Shaman want Mana Per 5 seconds while casting. And a good number to have? Take whatever happens to be on your gear, good enough. If you still have mana trouble, there's food, elixirs, and flasks to help out with regen.

Tuesday, July 21, 2009

The Specs

The nice thing about shamans is that we're capable of healing both raids and tanks effectively. The problem is, the talents in our tree are distributed in such a way that spending a few extra points to increase efficiency of one task, comes to the detriment of the other. Spending points to help with raid healing will hurt your tank healing, and spending points to help with tank healing will hurt your raid healing.

The solution? Dual Specialization. For those hard core shaman healers out there, you can choose to go resto\resto for your dual spec -- one for tank heals, one for raid heals.

Here are my two specs going into 3.2 . Make note that the talent changes are very minor, but can make a big difference to how well you are healing. Also note the change in one single glyph.

Raid Heals

Tank Heals

Shaman T9 Preview

I ripped off a picture from mmo-champion:



This is a preview (I.E. not necessarily final) of the Draenei Shaman Tier 9 set. Considering this shaman has yet to pick up any Tier 8, I think somehow it'll be a while before I get a full Tier 9 set. The Tier 7\7.5 set was the first I've ever had. Giving that up has been rough.

The resto bonuses look like this:

2-piece: Increases the healing done by your Riptide spell by 20%.
4-piece: Increases the critical strike chance of your Chain Heal spell by 5%.

2-piece is interesting -- A little curious if this applies to both the intial heal and the HoT. I would assume it does. This could make the riptide glyph more valuable, as the HoT would last longer.

4-piece is actually quite nice for mana regen. Since Improved Water Shield will trigger with CH crits, the more crits, the more mana returned.

Saturday, July 18, 2009

Totems, totems, totems

The topic for discussion today: Totems

There still seems to be some confusion as to how totems actually work, are they raid wide, or are they party\group wide? A while back totems were party-wide only. That is, they only had an effect on the five people in your group, whether in a raid or not. That has since been change, so that most totems would function raid-wide. I say most, because it only affects the buffing totems. It does not affect the "ticking" totems. Healing Stream, Tremor, and Cleansing totems are the only totems that are not raid wide. These totems "tick", they are not "buff" totems.

Hope that clears it up.

Thursday, July 16, 2009

More Gear

I recieved two pieces of new gear yesterday. Greaves of the Earthbinder was a minor upgrade to Treads of Costal Wandering, but with the addition of a socket, it was a decent upgrade. I was also able to purchase the Frozen Tear of Elune. Again, not a huge upgrade, but good enough.

These two items were enough to keep me inside the top 10 resto shamans on the server. Ulduar has been good to me lately, so I'm hoping when I hit Uld-25 tomorow, I'll be able to pick up some more gear. We will see.

Tuesday, July 14, 2009

Next thought for the day: Rotation

I was trolling along today when I came across mention of elitistjerks.com . I realized I'd never been there, and being elitist myself, I stopped by to see what it's all about. Overall, it looks pretty good. It's hard to dispute which gear has better stats, etc. But there's quite a bit of number crunching and theories about how everything should work in a perfect world, when all luck is on your side, and all the stars align. Unfortunately, that's rarely the case for me.

Back on track -- the first thing that caught my eye when I visited the Restoration Shaman thread was in great big letters, "Healing Rotations". After wiping the spit-take from the screen, I questioned just how elitist they really were if they advocate a "rotation".

Here's the secret for healers (and it's not much of a secret) -- there is no rotation. The job of a healer is to use every tool available to them when the situation calls for it. This is even more so for someone who's raid healing, something a shaman does often. If you take the attitude of "this is my rotation, do not deviate," you're going to using heals and mana where it's not needed, and missing the heals that are.

I see a lot of people who think "I must chain heal, I must chain heal" and seem to forget they've got other heals to work with. I also see a lot of people who say "healing wave is not even on my action bar." This too is wrong, as there may be times you need that large, predictable heal.

That is all I have to say on the matter. elitistjerks.com's (unintentional, I hope) advocacy of "Healing Rotations" offends me, I am better than that.

Shaman Tanking

WTH. I've seen several people now discussing shaman tanking, and not to take away from their achievement, but why would you want to?

To show that it can be done? Big deal. With enough heals, I've seen warlocks with enormous health "tank" adds. Doesn't mean that I'd want them to, or call them a tank. Just because you can hold a mob for a while, doesn't mean you're a tank. If I wouldn't take a warrior with similar stats as a tank, why would I take a shaman?

I just don't get it. Some say it's for the challenge. Go grab a mage and tank. Or is that too much of a challenge? How much challenge is just right?

Maybe it's just that I'm not "thinking outside the box." But from experience, when one class starts doing something that it's not intended to do, Blizzard comes along and fixes it. So more than anything, I'm probably against such things just because I don't want anything "fixed".

Just my opinion.

Monday, July 13, 2009

Name: Stolen

I was looking at the armory the other day, and noticed my unique name has been stolen by a Blood Elf Death Knight on the Sargeras server. I want it back.

3.2 Patch Notes

The 3.2 PTR patch notes contain some interesting items. I'd like to point out a few of particular interest to us shaman healers.


Mana Regeneration: All items that provide "X mana per five seconds" have had the amount of mana they regenerate increased by approximately 25%.

This is a nice buff for shamans. I think I can safely say at this point that shaman healers rely on (while casting) Mp5 more than any other class. This should help out with some mana issues, but I doubt 25% is going to be enough to resolve them. Many shamans have become quite good at their own mana efficiency tricks. I'd bet those who have will simply start replacing Mp5 stats for something else (haste or crit).



Replenishment: This buff now grants 1% of the target's maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).

So we're not a replenishment class, so why do we care? One of the things we rely on for mana regen is the replenishment other classes provide. Currently, replenishment will return 1.25% of our maximum mana per 5 seconds. This change will reduce that to 1% per 5 seconds. This is a bit of a nerf, but .25% per 5 seconds probably isn't going to be that noticeable. If anything, we might see less importance being placed on intellect, but I don't see this being a big game-changer.



A customizable totem bar will now be available for shamans allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.

There's been some grumbling about this in the community, that this doesn't go far enough to fix the issues with totems. I'm not one of those that is going to grumble. Dropping 4 totems in a single cooldown will be huge. No more standing idle in an encounter for 5 seconds every time totems need to go down.



Chain Heal: Jump distance increased by 25% to 12.5 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.

Another big one. In the original change, Chain Heal was increased from 8 yards to 10 yards. Some people wiser than I am did some testing and found Chain Heal was already 10 yards, which meant that there was no real change. Conspiracy theorists (including myself) think this was already known by Blizzard, and it was simply added to the patch notes so it would be an "official" change rather than a bug. I think there's been enough outcry that they went ahead and gave it the range boost it should have received in the first place. The healing reduction by 40% each jump is another improvement to Chain Heal. Chain Heal is going to be looking pretty attractive once again.



Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target's armor.

Not sure what to make of this. It's a change, but to what effect, exactly? It's likely not going to be a huge benefit to plate tanks, I'm thinking more along the lines of cloth-wearing classes. A "mage tank", for example, is going to get more benefit from the straight damage reduction than they would from an armor increase.



Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman's Healing Wave by 8/16/25%.

Two problems with healing wave: It's expensive (mana), it's slow. While it's good for healing big hits on a tank, it's a situational heal that's not used all that often. Currently the healing way talent provides no benefit to the first healing wave cast, only to subsequent casts. This means that this talent had no effect on healing wave cast as an emergency, one-time heal. At best, you'd see a 16% increase to healing wave. In most cases, you would see no increase at all. This change will give you a 25% increase to healing wave every time it's cast. So healing wave will be more attractive, but certainly not enough to make it preferred for every case. It will still be a situational heal, albeit more reliable.



Nature's Swiftness: Cooldown is now 2 minutes, down from 3 minutes.

After hitting Nature's Swiftness, your next heal becomes instant-cast. It is one of those talents used in emergency situations where you might need a big heal now. With a reduced cooldown, you'll be able to respond more often to those emergencies.

There is another use, though. I use a macro that casts Nature's Swiftness with every heal, on every cooldown. What this means is, I get out more heals over a period of time, because several of them are going to be instant cast. With cooldown of two minutes, even more heals will be instant cast. It's a great boost to raid healing and healing throughput.



Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.

On paper, tidal waves looks great the way it is. The issue is that lesser healing wave, along with haste you just pick up on gear, is a fast heal by itself. Adding a 30% cast time benefit is almost useless, since you'll be hitting a wall on the global cooldown. The change here will add crit to lesser healing wave, making those fast heals bigger, and triggering the crit talents more often.



Improved Water Shield: This talent now has a 10/20/30% chance to be triggered by Chain Heal, and the charges of Water Shield are no longer consumed by this talent.

Another item on the shaman wishlist. Currently, improved watershield does not trigger with chain heal, and orbs are consumed when triggered. Again, with this change, they are making chain heal more attractive. Not having to refresh water shield so often will allow for more time to heal.

Friday, July 10, 2009

@!#$-blocked by Blizzard

We got a real nice run at Kologarn this evening. We would have had him down tonight... if we hadn't lost 1/4 of our raid with connection issues. Nonetheless, we got a good start.


The Antechamber of Ulduar
Pirimus at Kologarn

First Post

So, here I am. I've started this blog so I could share some of the things that go on in the life of your everyday Draenei. I'll spend some time in this blog writing about shaman matters, specifically.

Now, it's off to Ulduar. We've been having luck in progressing through 10-man Ulduar mid-week. Tonight is 25-man Ulduar. I am hoping we're able to bring some of our 10-man experience along, and make some progress through the 25-man. Wish me luck.