Sunday, August 2, 2009

/farewell




Recently, I've realized that in order to afford an engagement ring about a year from now (which is a relatively new development), I'm going to have to work this semester as well as go to school. Unfortunately, WoW being a hobby, it's gotta be the thing that goes.

I wanted to take the time to say a goodbye to all of our readers at ES&H. I hope Thales and I have been able to help you guys along in your end-game progression as healers. When I've been able to teach you guys something, trust me, I've learned way more in the process. This has been very enlightening for me.

I really wish I could stick around and comment on 3.2 content, as I'm excited for what's to come for shamans, but I guess I'll just have to let you guys have all the fun. For good shaman advice, keep Lodur's at worldofmatticus, Drug's, and Lyra's posts in your bookmarks.

Goodbye, happy healing, and don't abuse chain heal,

Alurel

Thursday, July 23, 2009

One-hundred and Ten Percent

As shamans, we're not quite built at the moment to easily deliver the raw HPS output required for some of the toughest current hard modes. Instead of settling on the idea that we're never going to get raiding positions as healers in hard modes, though, let's think about what we can do to maximize our utility in today's regular or heroic raid. Before I begin, I'd like to insist that none of the below suggestions are built to increase HPS for the sake of topping the charts, but rather for the sake of keeping the raid alive. Simply put, hard modes deal a lot of damage. One of the best things a healer can do is turn off recount and think about keeping one's own assignments alive instead of obsessing over that number-1 position, but that's another post for another day.

1.) As your Riptide HoT gets low, eat it up with a Chain Heal. Don't forget you have this cool mechanic! Thales often whines to me that his spells are all too straight-forward; exceptionally strong as they may be, he feels like they aren't as mechanically interesting as are our spells. As you are dropping riptides all over the raid, try to remember who they landed on. Having a battletext mod like MSBT helps for this because it shows each tick on your screen along with the target's name. Revisit this target later in your rotation with a Chain Heal, as you probably intend at some point to cast CH regardless, and you'll find your CH output to be significantly (25%, in fact) stronger.

2.) Don't glyph into LHW unless you expect to be a significant contributor to tank healing. Most of the shaman community, including those who run the EJ Restoration Shaman Forum*, insist that a shaman using the RT/LHW rotation should be glyphed into LHW. Keep in mind that Glyph of Lesser Healing Wave only affects the target that has your Earth Shield. As your tanks will probably be kept alive mostly by Discipline Priests and Holy Paladins, they likely won't be seeing many of your LHW's. I recommend glyphing for LHW only if your raid expects you to be the actual main tank healer. In that situation, this is a fantastic glyph. While we're on this subject, I suggest these glyphing arrangements:

  • Raid healer: RT, CH, and ES. CH and ES are obvious choices. RT, however, is the replacement I suggest for most people's LHW glyph. The extended timer on the RT HoT will allow for more of the aforementioned empowered CH's, and will also slightly increase your HPS output.
  • Tank healer: ES, LHW, and RT. Still try to eat up the end of your RT HoT on the tank with a CH. It essentially becomes a bomb heal that is cheaper than HW, and it procs tidal waves. CH can also spread to the melee in some circumstances, and every little bit helps. ES and LHW are obvious.

3.) In times of high AoE damage to the raid, heal the second-lowest raid member, not the first. When most raid healers see huge AoE bombs go off, their minds swing into panic mode and they quickly queue up large heals on whomever is most hurt in the raid. You should, then, ignore this raid member and heal whomever is second- or third-lowest in health. Again, this is not an attempt to lead the meters. You should never have this mentality. When healers begin to compete and snipe, assignments die. Besides, you can forget about topping the meters right now as a resto shaman, even if the druids and priests in your raid are in quest blues and are recovering from moderate to severe concussions. The idea here is that you'll minimize useless overheal. Overhealing during huge AoE moments is time lost on other people who need to be healed. Instead of keeping one person super-duper-alive, you'll be keeping two or three alive with this strategy. Just make sure not every healer is doing this. ;-)

4.) Download the ShieldsUp mod for maximizing ES uptime. You might think you have a good grasp on where your ES counter is, but I can guarantee you don't have 100% uptime during intense hard modes without the helpful reminder this mod brings. It is small, simple, and easy-to-use. I consider it a must for raiding resto shamans.

5.) Switch to DPS as often as possible. Recall that as resto shamans, we're significantly better (or at least quicker) at DPSing out-of-spec than are, say, resto druids, who must shapeshift back and forth to do so. In hard modes like XT and Hodir, every little bit of DPS counts at times, and your help will be much appreciated. Of course, keep an eye on your mana. If you can't afford it, let the DPS do their job.

6.) Suggest that the Enhancement and Elemental shamans in your raid be the ones to pop heroism. Heroism costs over 1,000 mana at level 80. That sucks for us. If you have lava bursty or storm strikey friends in the raid, make them do it. Especially the storm strikey kind. They should have zero issues with mana.

7.) Queue up bombs to hit directly after spells, timed by a boss encounter mod. A good example of this is Gravity Bombs in XT. You should have a spell-timer going from DBM or BigWigs, showing exactly when the Gravity Bomb is going to explode. Target that member, wait until about 2 seconds are left, and queue up a Healing Wave. Raid members can easily die if they are Gravity Bombed while Tantrum is going off, and this is a great way to prevent that death.

8.) Give your CH love to the melee more often than the ranged. It can be the tendency for ranged raid members to spread out, and most of the time it's for good reason, like avoiding chain lightning arcs. Melee**, however, often have little choice but to stand right next to each other. It might be worth arranging, then, that your chain heal goes to the melee while your priestly friend's CoH goes to a ranged group. Again, this will minimize overheal. It's also worth reminding the ranged members, when it is safe to do so, to bunch together.

Alurel

Coming Soon: Restoration Shaman Gear Theory

*But I hear they're just a bunch of elitist jerks over there anyhow.
**It's pronounced "maylay," by the way. Nothing bothers me more than people saying "meelee". Or "Hurth" instead of "Harth". In fact, one time somebody said "One of the meelee just hurthed to dalaran," and I vomited all over my computer screen.

Wednesday, July 22, 2009

Tier 9 Druid Art

So I'm sure this is fairly old news, but I just ran across it. Here's what I found for the pre-workings of the new Tier 9 Druid sets.

Alliance



Horde


So my thoughts: the Horde doesn't look too bad. Kinda reminds of a bit of Shamans with the helm and all, but overall not terrible; I suppose it's difficult to make anything look too amazing on giant cows. On the alliance however, it vaguely reminds me of a muppet :-/ There is no way I will be showing that helm; whats the deal with the...nose cover? Why did Tier 7 have to look so cool? Now everything else is rather lack luster, but IMO this is a pretty sad showing. I suppose this is one of the few times I enjoy running around as a tree without any of my gear showing.

Any thoughts from anyone else?

Thursday, July 16, 2009

Blue Post - Class Q&A : Druids

I'm sure that you can find this exact topic on about a dozen different Druid blogs across the internet, but here at ES&H we like to put a stronger emphasis on the end-game raiding scene. So here is the most recent Blue Post from 7/14 regarding the future state of the Druid. I will only be focusing on the Resto Druid specific topics, looking specifically at changes that could be made to the raiding scene. I'll be doing some parsing of the actual replies, so if you are looking for the entire thread, it can be found here, and is actually a fairly interesting read.

Q: Can you describe for us what the intended identity and versatilities of the Tree of Life druids are supposed to be?

Ghostcrawler: ...The strength of the Resto druid is in heal-over-time spells. They can also do some decent single-target healing through Nourish or group healing through Wild Growth...Druids overall have a strong niche. We are at a little bit of a crossroads with the Tree of Life however. We are currently wondering if druids sacrifice too much just to be as good as a healer as everyone else. What I mean is that if druids were good healers in caster form but great healers in Tree form, then there might be a decision there. However, we pretty much assume that healing druids are in Tree form nearly all of the time and balance around that. We don’t think it would be fair for them to be the best healers just for taking that talent...I’m not saying we would just cut Tree of Life from the game...However, we could see taking the druid in a direction where shifting was much more common and easy to do. Maybe you only go into tree form for certain spells but leave for other spells...Another way to go would be to make Tree of Life form a cooldown, more like Metamorphosis. You shift into tree when you need a healing boost, but you don’t stay in it all the time...Giving up everything to heal is lame.


Ok, so first of all, there is a LOT to wrap your head around in this first response. I suppose the biggest issue he seems to address in this response is that he feels that Druids are "sacrificing too much to just to be as good as a healer as everyone else." I guess I'm not sure what he means by this. My intitial notion is that he is leaning towards a PvP thought atm - Druids obviously cannot do damaging spells in Tree of Life form, so he sees this affecting Resto Druids in the PvP scene? I don't really see the issue here however; if you wanted to be doing damage, spec into either of the other 2 damage dealing specs offered to us. I want to heal, I don't care about anything else. I don't think I hear too many Shadow Priest complaining that they can't heal in Shadow Form, nor does it seem to be any issue that I have to pop out of ToL to spam wraths.

The one piece that did make me sit up and pay attention was his ToL to Metamorphisis comment. Having ToL be on a cooldown that could be used only for an extra boost in healing is an interesting theory. My concern here is that it would go one of two routes; A) Druids' out of "metamophisis" healing remains the same, and then we get a buff once we shift...making us quite OP, as we already IMO are a "teeny" bit OP (or maybe some classes just need to be bumped a bit) or B) out of "metamorphisis" healing is nerfed, making it so that Druids fall back on the meters, and have to play catch up during intense healing situations. Personally, I feel that either way they decide to go with this people are going to complain more than they currently are. I'm not sure if "Druids really shine during crazy times" is the direction we necessarily want to go in. I realize that Druids put out ridiculous heals atm during hard modes, but pegging us solely for those fights might not be what they're looking to accomplish.

As far as a PvE raider goes, I don't think anyone cares that we get pegged as healers, thats why we're resto, to heal shit - let the DPS faceroll on their 3 buttons. However, I do think that Druid tier gear looks pretty sick, and it makes me sad looking at bark and leaves for 4 hours of a raid. Maybe just have an option to be "in" ToL form but not look like a tree? That would be a fine fix for me.

Community Team: Both Tranquility and Healing Touch are meant to be strong healing spells but are generally viewed as very ineffective due to their lack of flexibility. Do we have plans to improve Healing Touch or Tranquility?

Ghostcrawler: Tranquility is a fine spell. You can use it in situations where high amounts of damage are coming in on one group. Ultimately, we’d like to get away from the concept of groups within raids, but that’s not super high priority. Having a talent that promotes a situational spell on a long cooldown though is a problem (for any spell, not just Tranquility). Likewise, we think Healing Touch is fine. You use it at low levels and you use it with Nature’s Swiftness. Maybe you use it when healing a 5-player dungeon. Druids have a lot of heals and if we made Healing Touch more usable it would come at the expense of another heal like Nourish or Regrowth. The problem again is the talents. It doesn’t make sense to have so many talents support a situational spell. The answer is that Resto druids are in a really good spot now. If we changed the HT and Tranquility talents to boost other kinds of healing, then Resto druids might become too powerful. If we nerf Resto healing to compensate for these talents, then druids might have less flexibility in their talent builds. We would also suffer a lot of player backlash if we nerfed spells just to make talents (which you may not be able to afford anyway) any better. We’ll suffer player backlash when we think the change is important. I’m not sure this one is. We’ll definitely rejuggle the talent tree long-term though.

I agree with about 95% of this post. I one thing I do not agree with is his comment that "Tranquility is a fine spell." Clearly this person hasn't been in a 25-man raid. Sure, Tranq is amazing in 5-mans, and even has is moments in a 10-man, but since it only affects your raid group, your missing out on 4/5 of the raid in Heroic Dungeons. You can easily spam Wild Growth and Rejuvenation on an entire raid, and double your HPS in the same amount of time casting Tranq. I like the idea of removing "groups" from raids. It would mean totems would be raid-wide, and other buffs would be nice for itemization's sake. The only downside I could see to this would be that things would probably become OP and would need to be scaled down. If they removed groups in raids, keep Tranq the way it is, but give it like a 30 min cooldown, so that it can only be used in those real "Oh Crap!" situations...seems legit to me.

I do however agree that Druids are in a great spot right now. I'm perfectly OK with the fact that I only use Healing Touch in combination with my Nature's Swiftness macro for the instant heal Oh Crap! button. Druids really do have a lot at their disposal; not every one of our spells needs to be amazing. Especially if they're trying to focus on Druids as HoT dealers, HT just doesn't need to have that place; it has a very unique niche for leveling and instant casts, and I think thats a good spot for it.

Q: Do we have plans to improve the usefulness of critical strike rating for restoration druids?

Ghostcrawler: Yes. We’re fine if some stats are slightly more attractive than others. The problem comes when some stats are considered junk because they are valued so much less than other stats. We don’t have a ton of stats to work with when you consider that things like Int and Spell Power basically improve at a linear rate with item level. That means we need for say Haste and Crit to be attractive to all casters. This is a problem with several classes, not just druids, and was largely caused by having too many scaling talents that over-inflate the value of some stats relative to others.

Really, I don't think they need to make Crit more of a viable stat for Druids, just give us gear with the stats that we want. In the raid-healing arena, haste is King, but for God's sake, why are 3/5 of our Tier gear and the bulk of our BiS gear crit-based? There's really no need to go through all the work of switching spells and talents to make crit more useful, just make the gear you give us reflect the stats we actual use...seems simple enough?

Community Team: Many players have been discussing relics and how they feel they add a lot of clutter to loot tables since they can have a wide margin of effectiveness and always have a small number of players able to pick them up. Do we have any plans to improve how players obtain relic items such as a relic token?

Ghostcrawler: The alternative to “clutter to loot tables” is that they go on vendors. We view vendors as an absolute last resort. They are there as a hedge against being very unlucky with drops and to give players motivation to do bosses even when that boss no longer drops any upgrades for them. When the best relics are available on vendors, then every druid will have those relics quickly. They essentially just become part of the core identity of the class rather than an upgrade that you get at some point along your progression. The best solution is probably something where a boss has a 10% (or whatever) chance to drop a relic in addition to its normal loot table.

Couple things on this issue. First of all, if you are going to make relics that are on drop tables rather than vendors, make them useful to people. No one uses the Nourish relic...that seems silly. Second, what's wrong with people being able to get their BiS relic without having to get lucky on a 5% raid drop? Make the badge price reasonable, so its not just a gimme for anyone, but relics are by no means game-changing and people should be able to obtain them. Same goes for totems, librams, etc. They are just spell buffs, just like glyphs and set bonuses. And fine, if you want to make them "more difficult" to obtain, then go with the 10% chance to drop off bosses idea. The whole ".05% drop, or whatever it is, off random trash mobs" thing they currently have going is a bit rediculous.

So as always, not a whole lot of valuable input from our friends at Blizzard. A lot of "in the future" and "we are looking to" comments that we are sure will probably be made without any regard to people's responses on the forums. Interesting read none-the-less.

-Thales

Wednesday, July 15, 2009

Ulduar BiS for Resto Druids

So after my post regarding the Tier 8.5 vs BiS I recieved several comments regarding what the other "BiS" gear was for Druids. Also to many requests, I made sure to acknowledge that not everyone playing is a hardcore raider, and may not have the opportunity to see some of this gear drop off of 25 Ulduar hard modes. So, I created a list of what I feel to be the Druid BiS gear in 3 scenarios :

Hardcore Raider - absolute BiS gear; drops mostly off of Ulduar 25 hard modes and Algalon as well as tougher 10 man hard modes.
Moderate Raider - the bulk of most players; 13/14 25 Ulduar clears with some easier hard modes as well as some 10 man hard modes and normal drops.
Casual Raider - for those who like to casually raid; only the "Seige of Ulduar" 25 man bosses, 13/14 10 man clear, and some other 25 raid gear.

In each scenario I give the item and its boss. I gave a couple options of each type of gear for people to pick up along the way, but the item at the top of each section will be your BiS -- this is especially noted with the Hardcore Raider section with the chestpiece being the Tier item that should be replaced for the BiS while still keeping your set bonus. I'm quite positive about the BiS for the first category (as its my current BiS list), fairly good on the moderate, and confident, although not positive, on the casual part. Let me know if I have left some significant item off a list and I will surely update it :D


Hardcore Raider

Helm
- Conqueror's Nightsong Headpiece : Heroic Thorim OR Emblems of Conquest
- Crown of Luminescence : Heroic Mimiron, Hard Mode

Neck
- Sapphire Amulet of Renewal : Heroic Assembly of Iron, Hardest Mode
- Charm of Meticulous Timing : Heroic XT, Hard Mode

Shoulders
- Conqueror's Nightsong Spaulders : Heroic Yogg-Saron
- Shoulderpads of Dormant Energies : Heroic Flame Leviathon, Hard Mode

Back
- Sunglimmer Cloak : Heroic Algalon Quest Chain
- Sunglimmer Drape : Normal Algalon Quest Chain
- Shawl of Haunted Memories : Heroic Yogg-Saron

Chest
- Vestments of the Blind Denizen : Heroic General Vezax, Hard Mode
- Conqueror's Nightsong Robe : Heroic Hodir OR Emblems of Conquest

Wrist
- Grasps of Reason : Heroic XT, Hard Mode
- Unsullied Cuffs : Heroid Sartharian, 2+ Drakes

Hands
- Conqueror's Nightsong Handguards : Heroic Mimiron
- Gloves of the Frozen Glade : Heroic Hodir, Hard Mode

Waist
- Star Beaded Clutch : Heroic Algalon
- Belt of Arctic Life : Crafted, Leatherworking

Pants
- Conqueror's Nightsong Leggings : Heroic Freya
- Leggings of the Lifetender : Heroic Freya

Feet
- Boots of Fiery Resolution : Heroic Flame Leviathon, Hard Mode
- Boots of Hasty Revival : Heroic XT

Ring
- Conductive Seal : Heroic Mimion, Hard Mode
- Fire Orchid Signet : Normal Freya, Hard Mode
- Sanity's Bond : Heroic Yogg-Saron
- Pyrelight Circle : Heroic Ignis

Trinket
- Illustration of the Dragon Soul : Heroic Sartharian
- Show of Faith : Heroic Yogg-Saron, Hard Mode
- Sif's Remembrance : Normal Thorim, Hard Mode
- Pandora's Plea : Heroic Mimiron
- Spark of Hope : Normal Kologarn
- Eye of the Broodmother : Normal Razorscale

Main-Hand Weapon
- Val'Anyr : 30 Fragments + Quest Chain
- Constellus : Heroic Algalon
- Aesuga : Normal General Vezax, Hard Mode

Off-Hand
- Ironmender : Heroic Kologarn
- Igniter Rod : Normal Ignis

Two-Hand Weapon
- Icecore Staff : Normal Hodir, Hard Mode
- Staff of Endless Winter : Heroic Hodir, Hard Mode


Moderate Raider

Helm
- Conqueror's Nightsong Headpiece : Heroic Thorim OR Emblems of Conquest
- Unwavering Stare : Heroic Auriaya

Neck
- Watchful Eye : Normal Assembly, Hardest Mode
- Evoker's Charm : Emblems of Conquest

Shoulders
- Conqueror's Nightsong Spaulders : Heroic Yogg-Saron
- Malleable Steelweave Mantle : Heroic Mimiron
- Spaulders of Catatonia : Heroic Malygos

Back
- Shawl of Haunted Memories : Heroic Yogg-Saron
- Cape of the Unworthy Wizard : Heroic Kel'Thuzad
- Asimov's Drape : Heroic Mimiron

Chest
- Conqueror's Nightsong Robe : Heroic Hodir OR Emblems of Conquest
- Phaelia's Vestments of the Sprouting Seed : Heroic Assembly OR AH BoE

Wrist
- Unsullied Cuffs : Heroic Sartharian, 2+ Drakes
- Bracers of the Broodmother : Heroic Razorscale

Hands
- Conqueror's Nightsong Handguards : Heroic Mimiron
- Grips of the Unbroken : Heroic General Vezax

Waist
- Belt of Arctic Life : Crafted, Leatherworking
- Belt of the Living Thicket : Emblems of Conquest

Pants
- Conqueror's Nightsong Leggings : Heroic Freya
- Leggings of the Lifetender : Heroic Freya

Feet
- Boots of Hasty Revival : Heroic XT
- Boots of the Petrified Forest : Normal Assembly

Ring
- Fire Orchid Signet : Normal Freya, Hard Mode
- Sanity's Bond : Heroic Yogg Saron
- Pyrelight Circle : Heroic Ignis
- Radiant Seal : Heroic Assembly
- Lady Maye's Sapphire Ring : Normal Assembly

Trinket
- Illustration of the Dragon Soul : Heroic Sartharian
- Sif's Remembrance : Normal Thorim, Hard Mode
- Pandora's Plea : Normal Mimiron
- Spark of Hope : Normal Kologarn
- Eye of the Broodmother : Normal Razorscale

Main-Hand Weapon
- Guiding Star : Heroic Razorscale
- Torch of Holy Fire : Heroic Kel'Thuzad

Off-Hand
- Ironmender : Heroic Kologarn
- Igniter Rod : Normal Ignis

Two-Hand Weapon
- Icecore Staff : Normal Hodir, Hard Mode
- The Lifebinder : Heroic Freya
- Rapture : Heroic Assembly
- Devotion : Normal Yogg-Saron


Casual Raider

Helm
- Conqueror's Nightsong Headpiece : Heroic Thorim OR Emblems of Conquest
- Valorous Nightsong Headpiece : Normal Mimiron
- Cover of the Keepers : Normal Auriaya

Neck
- Evoker's Charm : Emblems of Conquest
- Life Binder's Locket : Heroic Malygos

Shoulders
- Spaulders of Catatonia : Heroic Malygos
- Valorous Nightsong Spaulders : Normal Thorim

Back
- Cape of the Unworthy Wizard : Heroic Kel'Thuzad
- Shawl of the Caretaker : Normal Ignis

Chest
- Conqueror's Nightsong Robe : Heroic Hodir OR Emblems of Conquest
- Valorous Nightsong Robe : Normal Yogg-Saron
- Vest of the Glowing Crescent : Normal XT

Wrist
- Unsullied Cuffs : Heroic Sartharian, 2+ Drakes
- Bracers of the Broodmother : Heroic Razorscale
- Bindings of the Depths : Normal General

Hands
- Valorous Nightsong Handguards : Normal Freya
- Handguards of Potent Cures : Normal Flame Leviathon

Waist
- Belt of the Living Thicket : Emblems of Conquest
- Flamewrought Cinch : Heroic Ignis

Pants
- Valorous Nightsong Leggings : Normal Hodir
- Wildstrider Leggings : Emblems of Conquest

Feet
- Boots of Hasty Revival : Heroic XT
- Boots of the Petrified Forest : Normal Assembly

Ring
- Pyrelight Circle : Heroic Ignis
- Glowing Ring of Reclamation : Heroic Flame Leviathon
- Lady Maye's Saphire Ring : Normal Assembly

Trinket
- Illustration of the Dragon Soul : Heroic Sartharian
- Spark of Hope : Normal Kologarn
- Eye of the Broodmother : Normal Razorscale
- Energy Siphon : Normal Flame Leviathon

Main-Hand Weapon
- Guiding Star : Heroic Razorscale
- Torch of Holy Fire : Heroic Kel'Thuzad
- Plasma Foil : Normal XT

Off-Hand
- Igniter Rod : Normal Ignis

Two-Hand Weapon
- Devotion : Normal Yogg-Saron
- Spire of Sunset : Heroic Thaddius