Showing posts with label shaman. Show all posts
Showing posts with label shaman. Show all posts

Thursday, December 2, 2010

Professions that really help your alts

I've got 6 characters at 80, 5 of them at the same server.

Since we're less than a week away from Cata, I've started planning which characters I want to play and in which order. I couldn't help but notice that I'm very influenced by my choice of professions for said characters.

First and foremost, I ought to consider which class mechanics I'd rather want to work with for a while. However, after playing all healers and almost all tanks (save warrior which is reserved for my goblin), I've just realized two things. One: the grass will always be greener on the other side, no matter what fence I'm on. Second: Barring broken class mechanics, I can work with almost any class, and I consider them pretty balanced too.

With that in mind, I've started thinking about which professions I'd prefer to have maxed out first. There are several things to keep in mind here. The first is that (practically) every profession offers useful stuff for that character itself. So while some of them look really neat and cool, I try to disregard that information when evaluating professions. Instead, I'm looking at what each profession can provide for my other characters.

Alchemy

I've decided that I will be leveling my paladin first. It sounds strange for me to say that, but I really enjoy paladins now with the new 4.0 mechanic, and since I've paid for a race change, I no longer have as much trouble with the theme. In fact, I think Sunwalker is a cool theme. I have Alchemy / Herbalism on my paladin, which is a very nice thing to level first. After all, everyone can benefit from elixirs and flasks.

In addition, alchemy also bring some other gems, namely with Transmutation. Since transmutation has a 1 day cooldown, the faster I can get it the more items I can get from it. Add to that that my paladin Koiane (formerly Tirvin) is a transmutation master, meaning I can gain more than what I started with using transmutation.

There's also the Potion of Treasure Finding, which all my alts can benfit from.

I'm not going to hide the fact that I'm really excited about the ability to transform myself into a dragon. For that particular reason, I've decided not to spend time getting a nice-looking flying mount for my pally. However, ... personal benefit only, and it's only a cosmetical upgrade unless I'm going to carry friends around.

Inscription

My other full hybrid, Ayeba (druid), has inscription / herbalism. It is a very useful profession, but just not as useful anymore after 350. As far as I can see, there are no new glyphs. There are an almost-as-good-as-Fortitude-runescroll, a book that gives you a random buff on a 4 hour cooldown, the ability to create darkmoon decks and relics and off-hands. Only my priest will benefit from off-hand items apart from the druid herself. I've got several characters who can benefit from relics, though. However, it will grant no benefit if the other characters are decently equipped, then the items crafted will be stricly worse.

The interesting part for me is that I can level inscription with herbs from Koiane without actually leveling Ayeba. However, I will probably level my druid anyway, as it's a neat class in itself.

Enchanting

My death knight is enchanter / miner. Enchanting will be very useful for all classes at top level. Less useful while leveling, though.

Mining is also handy, because it can provide me with raw materials for...

Jewelcrafting

Jewelcrafting is still a top profession. Gems will always be usefulf or all classes, mostly at top level. Unfortunately, I've got JC on my shaman, which I'm not planning to level anytime soon. Right now you can call me tank-a-lot, and shamans don't qualify. However, if I spend time on my death knight, I can level the jewelcrafting without actually leveling my shaman.

Engineering

My priest is an engineer. I've had an awful lot of fun with it in the past, but unless I've missed something, it's still a very 'egoistical' profession that offers little for alts/other classes. Okay, there are a few new cool group benefits, but they require the user to be an engineer himself or herself, meaning I can't send it to alts.

I must admit I'm really tempted to play my priest just for Leap of Faith. However, no tanking here either (in fact, less so than with shamans), and other classes also get cool new stuff.

Blacksmithing

I don't have a blacksmith... yet. However, give me a few weeks and I'll probably have a goblin warrior one. (If you've been reading my journals, I decided to make my goblin a blacksmith instead of an alchemist because I now have an alchemist, namely my paladin). However, I'll need months to get it to top level, if I'm going to spend any time at all with my current 80s.

Blacksmithing is a semi-useful skill. It has the potential to be useful for my plate-wielding alts, but requires that the blacksmither becomes 85 before the other plate-wielders. Since that's not going to happen, blacksmithing will only offer stuff for personal benefits. Correct me if I'm wrong here. The only item I know of is the "enchant" that grants an extra gem slot in a belt item.

Leatherworking, Tailoring, Skinning

Got none of either, so not applicable. My wife has a skinner / leatherworker, but she's not playing WoW now and possibly never will again. Both leatherworkers and tailors, however, suffer from the same problem as blacksmithing and to a certain degree inscription 350-425: They grant only benefits to lower-level alts. With the exception of the leg-specific enchant.

Bottom line

Alchemy, Enchanting and Jewelcrafting are, in my opinion, the top three professions for helping your other characters. All three continue to help other classes even when they're all at 85.

The other professions can help lower-level alts, but grant very little once you're all at 85.

Wednesday, November 24, 2010

The challenges and possibilities of meta-spells for healers

Just for clarity: I define meta-spells as spells that don't do anything themselves, but instead enhance other spells. Technically, all buff spells such as Flametongue totem are meta-spells, but since they can have 100% uptime, they don't really really affect your playstyle at all... well, as long as you remember to buff up. This article only discusses meta-spells for healers.

Many on-use trinkets work like meta-spells. Take Ephmeral Snowflake.

Types of meta-spells

I'm going to divide meta-spells into three categories.

The first category includes activated spells, talents or items with a cooldown. Example: Inner Focus.

The second category include talents (generally) that grant a limited duration effect when casting certain spells. Example: Borrowed Time.

The third category include passive procs, generally from items. Often has an internal cooldown of 45 sec or stacks up multiple times. Example: Binding Stone stacks up a buff, while Althor's Abacus is a proc with a 45 sec internal cooldown.

Meta-spells by class

All healers have meta-spells. Even if I've played all four healer classes at 80, I easily forget some spells. Here's those I remember.

Shamans have
  • Nature's Swiftness: Many use this simply as another heal in their repertoire combined with Greater Healing Wave.
  • Spiritwalker's Grace: Cast spells while moving. Doesn't improve theoretical output.
  • Unleash Elements, the Earthliving Weapon version. Increases the next heal by 20%. It has so short cooldown it's doubtful whether it belongs here.
  • Bloodlust (or Heroism): Also rather special, as it has a very long duration and cooldown for such a spell.
  • They also used to have Tidal Force, but I can't find it in the current talent tree. Perhaps it was removed in 4.0.

Druids have one spell: Nature's Swiftness. I don't know about anyone else. Okay, if you really want to count it: Barskin.

Priests have Archangel, though it's rather special in the way it works since it requires you to cast Smite before this has any effect.

Discipline priests also have Inner Focus, as mentioned above, and Power Infusion. Complete with cool graphics. Holy priests have their signature spell, Chakra, which changes how certain other spells work. However, it can have 100% uptime, so you don't want to save it for any purpose.

Paladins have several meta-spells that can be combined together.
They also have a rather special meta-spell, DIvine Plea, which reduces all healing done by 50%.

In addition, all classes can have on-use trinkets. Lifeblood, the granted ability from Herbalism, activates a 20-sec internal cooldown with on-use trinkets.

The challenge with meta-spells

Meta-spells can be very powerful. They can significantly improve the throughput of your spells. However, they can also be completely wasted. You may activate your meta-spells only to discover that there were no need for them, and waste the CD. Worse, you may wait for the perfect opportunity to use, only to forget to use it when you really really need it.

To be the best healer you can be, you need to remember to use your full repertoire of spells, including meta-spells.

A big challenge of meta-spells is finding out how you want to combine them. My paladin has herbalism, and so always has access to Lifeblood. That gives me 4 on-use meta-spells. I can use them separately, and I can combine them.

Combining them all gives me +20% healing, +20% haste, +20% crit, +480 haste, and my next 5 heals are duplicated and also splashes to nearby targets. That at least doubles my throughput, possibly triples it. Phew.

However, if you don't count Valithria Dreamwalker, it is rather likely that stacking so much healing at once will result in a lot of overhealing. So it's probably better to not spend everything at the same time.

I still need to figure out how to best combine my cooldowns. Add to that they have different cooldowns, so macroing two abilities with different cooldowns means that I'll either wait for both to come off cooldown before using them, wasting one of them, or spend them separately after the first time. Which isn't necessarily such a bad idea.

With that said, I love the feeling I get when I blow all my cooldowns (often while having Concentration Aura and Aura Mastery or Divine Shield up) while healing left and right in a hectic battleground fight.

I've also had much fun actually being able to kill something as a healer. All the paladin cooldowns except Guardian of Ancient Kings work on Exorcism too. Yay! I can kill stuff! ... and I call myself a healer.

Monday, October 25, 2010

Herbalism: Lifeblood changed

The ability that comes with Herbalism, Lifeblood, is changed. Previously, it healed the character for a decent amount of health. Now, it grants haste (240 for 450 herbalism, less if you have less skill) and a minor amount of health.

It now triggers a shared 20-sec cooldown on all on-use trinkets that grant haste, attack power, spell power and you name it.

That means herbalism is now a good pick for profession for all characters.

Haste grants
  • Faster spellcasting = more dps and more hps
  • Less time between auto-attacks = more dps and more procs (f. ex. Maelstrom Weapon
  • More rage gained (warrior, bears)
  • Faster energy regeneration (rogues, kitties)
  • Faster rune regeneration (death knights)
  • Faster focus regeneration (hunters)
  • Shorter Crusader Strike cooldown for Retribution pallies (provided they have Sanctity of Battle)

Tanks are probably the role that benefit the least from haste. However, faster auto-attacks and more resources (rage and runes) are always handy, and translates into more threat. Unfortunately, it does nothing to improve Protection paladin resources (mana and holy power), but it still grants faster auto-attacks (and more Seal of Truth and Reckoning procs)

A simple pally macro for herbalism:

#showtooltip
/cast Avenging Wrath
/cast Lifeblood

Tuesday, September 28, 2010

Keybindings and Macros Galore

I'm not exactly the first person to ever write a post about key bindings. Rather than focusing on exact key bindings, I'll share some of my thoughts regarding how I make up the system.

Muscle Memory


When playing a game such as World of Warcraft, you develop something called "Muscle memory". I'm not sure exactly how it works, but I believe it is something like this: When you decided to activate a certain ability in WoW, your brain does not consciously connect which ability is on which key binding. You have developed a muscle memory that allows your brain to just decide which ability to use, and then the fingers do the rest. Perhaps the connection is in the nerves of your hand, or your spine?

If you lack the muscle memory for a given class, you need extra time to connect the ability to the key binding you want to use. In some cases, you even need to look for the key on the display.

High level PVP players can often play several classes at top level. However, even they have the problem that they can't maintain a muscle memory for too many classes at the same time. Their reaction time is superb, but their response time suffers from the extra time they need to figure out the key binding.

A semi-counter for this is to have key bindings which are similar for all characters. It does not automatically make you better at the game, but I believe it personally helps me learn the key bindings faster... or re-learn them into my muscle memory whenever I switch class (again!).

Everything available

Even if you only play a single class, you can perform better if you need less movement of the hand to do what you want to. If your rotation requires you to often hit 1 and G, for example, you will probably be a bit faster if you change it to two keys next to each other, after some time learning the new keys.

Re-learning time for key binding

Before every expansion, during the beta, I look up all abilities for classes that either have gone through big modifications, or have gotten some new abilities added as part of the main rotation (at least buttons that need to be hit regularly), or just new classes I intend to level, like a warrior this time. Then I sit down with pen, paper, and a list of all abilities of a given class. After about two hours (usually split into several half-hour sessions) I've set up the key bindings as I want them in the next expansion.

However, that often means I've changed a lot of abilities around. It can be a real pain to learn a new set of key bindings. It takes a lot of time for your muscle memory to forget the old key bindings and replace them with the new, leading to a lot of circumstances where I end up hitting the wrong button at a critical moment. However, levelling is the best time to make such a change, as you usually play a lot of solo and only yourself suffer from the mess-ups.

It also takes a certain mindset to successfully do it. If you constantly irritate yourself over the messed-up keybindings, you're probably better off with the old. You need to think of the learning as a useful process and not just an irritating one, or the irritation will prevent you from learning effectively.

WASD or ESDF?

I have remapped the movement keys for all first-person shooter games and WoW from WASD (that is, forward with W, strafe left with A, etc) to ESDG (forward with E, left with S, etc). It took some time to learn, but I don't regret it.

The main advantage as I see it is that you have a lot more keys close to your fingers. From the usual position WASD, the following keys are easily reachable (not including the movement keys): |, 1, 2, 3, 4, 5, q, e, r, (t), f, (g), <, z, x, c, v. Total of 15 keys easily reachable, 17 if you include t and g. From ESDF, you can reasily reach all of the following keys: (|), 1, 2, 3, 4, 5, 6, q, w, r, t, (y), a, g, (h), <, z, x, c, v, b. Total of 18 keys easily reachable, and 21 if you include the fairly easy to reach ones. That means another 3-4 abilities easily within reach. For a game like WoW where each class has some 40+ keys (including stuff common for all, such as follow), that can be extremely valuable. The second, minor benefit is that it is slightly easier to find the position on the keyboard if you keep in mind that your right-movement finger is on F, which always has a slight bump or some other ways of tactile detection on all keyboards. I hope that made sense.

Multiple usage of a key with shift and ctrl

You can map multiple abilities to the same key. For example, Q can have one ability, Ctrl-Q can have another, Shift-Q can have a third. I recommend not using Alt-Q or any other alt-modification key-binding, as alt is terribly place for ease of reach during a hectic battle. In addition, should you happen to hit alt-tab, you've just accidently tabbed out of WoW (in Windows, that is).

With that said, I sometimes use Alt-Q (or something similar) for macroing abilities that need to be cast are to be cast on my focus target.

Macros, macros, macros


Macros 101

There are two ways to get multiple key-bindings on the same key. One is to bind three different "slots" to for example Q, ctrl-Q and shift-Q, and then drop each ability into one slot.

The other is to macro them, and put the macro into the slot Q. Bring up the macro interface by typing /macro in the chat area. Create a new macro. Call it whatever you want, and use the question mark (?) as icon.

The following macro is an example, using three mage abilities, but you can replace them with whatever you want.

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball

Now drop the icon into a slot, and close the macro interface. The icon should be for Fireball when you don't press anything on the keyboard. If you now hold [ctrl], the icon should change to Frostfire Bolt. Finally, if you hold [shift], the icon should change to Frostbolt.

Now you can either hold [shift] and click the icon with your mouse to cast frostbolt, or you can hold [shift] and push the key bind for the slot you've dropped the ability into, for example Q. WARNING: If you have bound another slot to Shift-Q (or whichever key you're using), hitting [shift]-Q will activate that slot, not the one you've assigned to Q. Same with ctrl-Q. You need to unbind any slots you have with ctrl- and shift-keys for these types of macros to work.

Short explanation of the macro: The first line (#showtooltip) will tell the icon to change depending on which ability is triggered in the macro. Without it, the icon will be static. The macro will still work, but not the icon. It only works if you've chosen the question mark (?) as an icon for the macro.

The next line of the macro says something like this: If Shift is pressed ([mod:shift]), use Frostbolt. If shift is not pressed, but ctrl is pressed ([mod:ctrl]), use Frostfire Bolt. If neither ctrl nor shift is pressed, use Fireball.

Macros 102


A macro is always evaluated in order, meaning the first trigger to happen will be used. I'll give an example. Say you want to add something to the macro. If a friend is targetted, you want to cast Arcane Intellect instead. You can add that to a macro by typing "[help] Arcane Intellect". The [help] means that it only triggers if you have a target you can help. The opposite is [harm].

Consider the following macro:

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball; [help] Arcane Intellect

This macro will work exactly like the one above. It will never allow you to cast Arcane Intellect. Why? The [help] condition comes after Fireball, which does not have any conditions at all. You effectively say "Always cast fireball if nothing else is triggered before that".

The next version of the macro:

#showtooltip
/cast [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; [help] Arcane Intellect; Fireball

This time, it will evaluate the condition "can I help the target" before it attempts to cast fireball if nothing else fails, but after it checks if ctrl and/or shift are pressed. That means: If you press ctrl or shift, even if you have a friendly target selected, it will attempt to cast frostbolt or frostfire bolt, hopefully producing an error message. (If not, go buckwild blasting your friends to death!)

The last version of the macro looks like this:

#showtooltip
/cast [help] Arcane Intellect; [mod:shift] Frostbolt; [mod:ctrl] Frostfire Bolt; Fireball

This target will check if the target is friendly first, before testing if you've pressed shift and/or control.

Note that there is (usually) no right or wrong concerning these macros. They are only correct or not in the sense that they do what you what them to do. Either of the last two might fulfill your needs if you want to create a macro for all four spells.

Macros 1042

Now we arrive at some slightly advanced macros. This one is specifically aimed at healers. I'll present the way I use now. I'll start by presenting a macro, from my druid arsenal.

#showtooltip
/cast [mod:shift, @player] [mod:ctrl, @focus] [@mouseover, help] [help] Regrowth; Wrath

Now, this is what it'll do.
  1. If shift is pressed, cast Regrowth on myself
  2. Else, if ctrl is pressed, cast Regrowth on my focus target. I could easily add that it should only cast on my macro target if it exists and is alive, but I want it to fail it isn't.
  3. Else, if I have my mouse over a target that can be helped (either on a unit frame, raid frame, Grid or on the actual character), cast Regrowth on that target
  4. Else, if I am targetting something friendly, cast Regrowth on it.
  5. Else, cast Wrath.

Using a macro like this, I don't need an addon like Clique. I just move my mouse to the target in the raid I want to heal and hit the button I've assigned to this macro, R in my case.

When healing in raids, I focus the main tank and target off-tank (and I have sticky targeting enabled in the interface options). When healing the main-tank, I hit Ctrl-R. When healing the off-tank, I hit R. When healing any other target, I move my mouse to the target on my grid addon (but it also works on the core raid frames) and hit R. If I need to heal myself, I hit Shift-R.

The reason I choose to focus the main tank rather than targeting it, is that there's a risk my mouse happen to be over any friendly target when I'm casting R and trying to heal the off-tank. If that happens, the heal will go on the mouseovered target instead. With practice, it rarely happens at all, but if it does, I don't want to get the main tank killed over such a mistake.

Macros 10-gazilliion

There is also a lot of other fun stuff you can do with macros, but I'm really derailing from my intended topic here. Check out a macro-guide if you're interested.

Principles for key bindings

O----kay. That was a lengthy introduction to what I was really writing about. Key bindings.

Here are my own rules.

Never change key bindings across specs

Any core ability which all specs have should always be on the same key. That also applies for talents which all specs take, such as Inner Focus for priests (well, up to Cataclysm, then only Disc priests will have it).

Healer, heal thyself

For any key that contains a targeted heal, which means 90% of them, macro it to heal myself with Shift pressed. It doesn't apply to non-targeted heals such as Holy Nova.

Main rotation on QWRT

The most commonly used abilities for any spec should be on W, R, which are the easiest reachable of any keys, possible not including A and space. The next should be on Q and T. After that I'll use 3 first, then 2 and 4.

For casters, I try to place cast-time spells on QWR and possibly T, and instant spells on 1-6. For healers, I always macro together all heals with harmful spells, depending on the target, like I've listed in the macro section above.

Abilities that need to be refreshed or are exclusive on A

For my shaman I have Water Shield on A and lighting shield on ctrl-A (no idea why I chose ctrl-A over shift-A). For my priest, I'll have Inner Fire and Inner Will on A, easy to switch. For my warrior, I'll have Commanding Shout and Battle Shout there. For my DK, I have Horn of Winter on A, actually macroed so that it will attempt to raise my pet if it's not already up in Unholy spec and then cast Horn of Winter.

If a class/spec have no such abilities, I just bind it to some ability that seem handy.

Emergency ability on H

Slightly tinted towards PVP. This includes Psychic Scream for a priest, Barkskin / Nature's Grasp for a druid, Stoneclaw Totem (glyphed) for a shaman, Divine Shield / Divine Protection for a paladin, Icebound Fortitude for a DK and Shield Wall (in defensive stance, else Retaliation/Recklessness) for a warrior.

Reactive abilities at G

Abilities that need to be cast to prevent something from affecting myself from an enemy (usually in PVP). Grounding totem for a shaman, Spell Reflect for a warrior, Anti-Magic Shell for a DK, Dispersion for a shadow priest, recast form for a druid (breaking snares and polymorph).

Spell interrupts at 4

Shield Bash / Pummel for a warrior, Wind Shear for a shaman, Skull Bash (in cata) for druid, Rebuke (in cata) for retribution pally, Avenger's Shield (since it silences) for a protection pally, Silence for shadow priest, Mind Freeze for a DK.

I also bind stuns and secondary silences on ctrl-4, such as Hammer of Justice (pally), Bash (feral druid) and Strangulate (DK).

Stances on ZXCVB

In the case of druids and warriors.

Taunts at 6

Taunt, Growl, Hand of Reckoning and Dark Command. On Shift-6: Challenging Shout, Challenging Roar, Righteous Defense and Death Grip (since it also taunts). Actually, I've macroed so that hovering the mouse on a friend as a pally will cast Righteous defense without shift as well.

Focus target on <

I'm not sure I'm too happy with this keybinding, but it has been there for so long... A macro that will focus the target if no focus exists, select the focus if a focus exists, and clear the focus if the target is dead. If ctrl is pressed, force re-focus even if the old focus still exists and is alive.

I don't have the macro here, but it was slightly complicated, so I dare not attempt to reproduce it here without testing it first. If you really want it, let me know in the comment, and I'll dig it up.

Talented abilities

I macro in a way that lets the same key be used for different abilities depending on which spec I'm currently in. For example: I'll use the same button for Shield Slam / Mortal Strike / Bloodthirst for my warrior, depending on what spec I'm in.

Unfortunately, not all specs have the same number of talented moves, so I'll just make do on the odd abilities that remain.

Multi-binding on the same key

For any ability that can not be cast on a friendly target, I macro another ability on the shift-version of the same key. I always try to stuff cooldown-abilities on the non-modifier version of these macros, so that I can see the cooldown on the icon without hitting shift. For example, for cataclysm I'll have macroed Judgement / Exorcism to the same button. Judgement has a cooldown, Exorcism has none.

In the cases where I have several cooldown-abilities I need to bind to the same button, I'll use the least most likely without shift or ctrl pressed.

Abilities across stances

I try to group ablities on the same button that are exclusive to a given stance (warrior or druid) and that makes sense together. For example: I've macroed Thunder Clap and Whirlwind to the same button. Thunder Clap can only be used in Battle or Defensive Stance. Whirlwind can only be used in Berserker stance. Both are AoE abilities, and thus have a logical connection.

Heals sorted by casttime

All healers in Cataclysm will have one cheap heal (Heal, Nourish, Healing Wave, Holy Light), one big heal (Greater Heal, Healing Touch, Greater Healing Wave, Divine Light) and one fast heal (Flash Heal, Regrowth, Healing Surge, Flash of Light). I place the big heals on Q, the cheap heals on W and the fast heals on R.

I use T for an instant heal, slightly depending on class. For disc priests, I use Penance (well, sort of instant. At least the first tick hits instantly). For holy priests I'll use Holy Word: Chastice there in Cataclysm, since it morphs into a healing spell in a chakra state. (Haven't been holy for the entire Wrath...)

For druids, I've used Nature's Swiftness + Healing Touch there up until recently, but will most likely change it to Swiftmend. For shamans, recently Nature's Switness + Grater Healing Wave, but in cataclysm Unleash Elements, common for all specs. For paladins, I've placed the new Word of Glory there for cataclysm, common to all specs.

Damage spells sorted by casttime, too

I group damage spells on the same principle as the cast-time spells, placing the highest cast-time (and usually highest dps) on Q, and then advancing through W and R. With some exceptions where I can't find fitting abilties. Paladins, for example, have only one cast-time damage spell, Exorcism.

Be flexible

Even with the best logic in the world, I often find that there's something not fully working during levelling. When I do, I spend some time to try to come up with a better solution, often switching several key bindings around.

Tuesday, September 21, 2010

These are a few of my favorite things...

Each class have some utility abilities that's mostly there for convenience... but a lot of convenience. The kind of abilities I miss when I'm not playing said class. I've listed my personal favorites for my high-level characters.

Death Knight

Path of Frost is awesome for doing fishing. It's so much easier to avoid aggro (in most areas) and hit the fish schools when standing on water instead of standing knee-high in it.

When doing dailies, I also love On a Pale Horse.

Druid

Dash is great to have when you have to enter buildings for any reason. Long enough duration and short enough cooldown to be handy for a lot of purposes.

Herbing while flying is also very handy. In BGs, the ability to track humanoids is great whenever you're on defense.

Paladin

For the same reasons as a DK, Crusader Aura is completely awesome.

It's stretching it to call Divine Shield a utility spell. However, it's great for just dropping your flying mount mid-air with no risk of dying.

Priest

Levitate combines the no-damage-from-falling property of Divine Shield and Path of Frost. Too bad it has so short duration, I need to recast it at every fish of school.

I've also made great use of Mind Vision at times, such as spying out the flag carrier in WSG before you could see it on the radar, and look for rares in instances. It doesn't get much use these days, though.

Shaman

Astral Recall, combined with the ordinary hearthstone, is great when you want to sell your services, dropping by the auction house, doing dailies and you name it, without the risk of getting stuck in Orgrimmar until your hearthstone's off cooldown.

Water Walking is almost the same spell as Path of Frost, with one annoying exception: You can't cast it while mounted. Why not? Come on, Blizz!

Portals!

The one thing I really envy mages are their portals... well, okay, not the only thing. Invisibility too comes to my mind among utility spells.

Otherwise, I imagine the full tracking of a hunter would be handy. I also envy Shadowstep some times.

... What do warriors have, anyway?

Monday, September 13, 2010

Soon, the point of no return...

4.0 (actually 4.0.1) is on the test realm. That translates to it hitting live servers soon. I'm really looking forward to it, although there's a few things I'll miss.

I'm not a fan of whining and complaining about changes. I believe that Blizzard does what they think is best for the game, even if that includes nerfing the class I currently play. When I stop believing that, I'll probably stop playing the game. However, so far it has worked out fine. Thus, I consider all change "good" in the broad sense that they'll over time make the game better and better.

I'd just like to list what I look forward to. I think it'll be fun looking back at it in a half year's time.

I look forward to practically every overhauled talent tree. It's just exciting to see the new possibilities and combinations, and test out various new or overhauled talents. Some specific highlights.

Before we start, I just got to say I really love that Mortal Strike and the similar abilities no longer halve healing, but reduce it by 25%. It'll be balanced in the end, but I think I like the balance that I can heal a bit more consistently no matter what enemy I'm facing.

Death-tards


First and foremost, the dedicated Blood tanking tree for DKs. I'm going to test something like this for tanking. I'll also test a modified version, for example this, for PVP as blood.

The other two DK trees look... fair enough. Good thing they're overhauled, but no super-changes I'm all wired up about.

Tree-huggers


Generally, I'm looking forward to the overhauled Thorns. I hope it'll be castable on yourself while tanking.

Bothersome Bear Boredom


The first two steps towards more entertaining tanking for bears: Pulverize and Skull Bash. Thrash is obtained at 81. Going to a bear-tanking spec like this for tanking.

Coming out of the closet... or bark


Druid healing without tree form, yay! Unlike a lot of other druids, I'm super-excited about it. This is how I PVP as a resto druid already. The resto tree is so full of awesome that I'm having a very hard time figuring out what to spec. Most likely a case of repeated respecs. I'll probably try a PVP-oriented build first, and see how well it works for PVE as well.

Just let me see if I got this correctly: Fury of Stormrage reduces the mana cost of Wrath by 100% at all times? So I can chain-gun wraths like there's no tomorrow, if noone is in need of healing? Oh, I'm so excited that I just can't hide it!

Ability to remove magic, fantastic!

The new spell costs will take some time getting my head bent around. The speedy healer, Regrowth, and the big healer, Healing Touch, costs almost the exact amount of mana. Meanwhile, Nourish, which heals for about the same as Regrowth, costs only a fifth as much mana. Hm. Interesting.

However, with talents, Regrowth is an almost guaranteed crit for 150% healing (an additional 60% + 4% from talents), and then provides both a Living Seed for an additional 30% of the critted amount, meaning about 45% of the normal amount, and a bed of pretty flowers under your feet for another 30% of the critted amount, or 45% of the normal amount. So assuming it crits, which it will do often, it can potentially heal for 240% on the main target plus a heal over time, and 45% of everyone else who happen to be standing in it. Given at least three targets in the zone, its approaching the efficiency of Nourish.

Finally, I'm all excited about the new Tree of Life, now on a cooldown. All the enhanced spells... so much fun.

Sailor Moon... kin!

I'm not going to test it straight away, but I am looking forward to the balance changes as well. Ranged knockdown and spell interrupt, great! I'm just not as excited as the other trees.

Huntards

I've never had a hunter before, but I'll probably make a Worgen one. Both to test out the starting area and story, and the class itself. It's rather low priority, though.

Water-vendors

I have a low-level mage, which I'm intending to pick up just to test the various new mage specs. Pretty low priority as well, though.

Loladins

So many great changes here. I'll definitely test them out, to see if paladins may actually suit me now. It'd be great to have a single character that can both tank and heal, and so far I've found paladins lacking due to general boredom.

The new resource system, holy power, looks really neat. Now, finally paladins will have to make some choices about how to use their resources as opposed to earlier (where holy paladins spammed a single spell, tanks just used a rotation, and retribution paladins just mashed whatever button came off cooldown first). Not just what to spend it on, but whether to spend it at one, two or three charges of holy power.

Tanking without a rotation, oh, how I look forward to that. Dps with a more depth than just cooldown-mashing, great. AoE healing and more choices while healing. Without even testing it, I am 100% sure that this is a great step in the right direction for paladins.

Interestingly enough, paladins can now (finally?) chain-cast a dps spell, Exorcism.

Preists

(That was intentionally misspelled, by the way)

Lots of neat stuff here. However, priests where already a pretty well-rounded class, so I look at the changes are more of rounding off an already great class, with a few exceptions.

The ability to heal by damaging enemies looks interesting, particularly when combined with a stacking buff and an mana restoring and healing increasing effect. I really wonder how it'll work out. At least healing in 5-mans needn't be boring when you're overgearing the place.

The priestly version of Anti-magic Zone looks neat, not least because it reduces all damage and not just spells. Pretty much superior to AMZ, in fact.

Blizzard is trying to make Holy priests viable for PVP now. Or, more viable, this is probably their third attempt or something. Chastise is back. I never got a chance to test it while it was a racial spell.

Chakra looks like it could be real fun, particularly with Chastise morphing to other spells while chackra'ed. By the way, I can't stop thinking of Naruto each time I hear the word Chakra.

The shadow tree looks polished and neat, but apart from the Shadow Orbs doesn't strike me as anything really new. However, it worked well before, it'll probably work slightly better now.

Rouge

(This, too, was intentionally misspelled)

I've got three RL friends who play rogues, so I keep an eye on the changes here so I can discuss it with them. However, I don't have a rogue, I've never had a rogue, and I'm not even remotely planning on getting one myself.

It does, however, look to me that rogues will be completely and utterly overpowered until the health pools increase. Bypass 50% armor for 10 sec after an opener? Probably a bit broken in combination with the health pools and dps of level 80 characters.

Ehm... lightning-huggers?

Sadly, I don't know any pun on shammies.

I think the changes here will be great. However, I'm not sure how I feel about the class. I do have a 80 which I've had a lot of fun with, and I will probably level her at some point, not least since Jewelcrafting is a great profession for all my characters.

However... I'm not sure I want to spend too much time as a shammy anymore. With that said, if the changes are good enough, I might. In particular, Elemental and Enhancement never agreed too well with me. Resto was good. I'm certainly going to test out the new talents and stuff.

Interestingly enough, I look forward to buffs getting lowered. Shamans had, in my opinion, too many buffs, and they're balanced around having all those buffs. Now that the buffs aren't quite so powerful, they'll need to be balanced around that, which means that they'll be more powerful when buffs are present... translate that to most PVP action.

For Resto, I'm in particular excited about the ability to remove magic, restore mana by casting lightning bolt, improving healing by shocking and 15% improved speed at all times.

I'm wondering if they have or will change Mana Tide Totem. I did read that they intended to change it, but can't see it anywhere. In PVP it's way less effective than every other mana-restoration ability for healers.

I'm still not sure I'll be a great fan of Elemental. I'm not sure how well Earthquake will work. Time will tell how well it'll work.

healthstone-vendors

I've got my level 34 alliance lock which I stopped levelling about two weeks ago. Will test out stuff with her. Honestly, the changes look really great, particularly after annoying myself to death with the old soul shard mechanic... lack of bag space, anyone?

As a low level lock, I'm also excited about getting the specialization spells now instead of having to wait until level 60.

Meat shields

I do have a warrior, retired a loooong time ago at level 34. ... how come I abondon several classes at that level?

However, come Cata, and I intend to make a goblin warrior. Since I don't have too much experience, I can't really tell what changes are good and what's not. But it looks quite interesting.

... and that's not all, folks

I'm also looking forward to the non-class specific changes. Too many to list here, but the spell alerts look particularly good.

Until 4.0, I've decided to get Crusader on my DK, to get the "bank access anywhere on a cooldown" thing. Lacking 5 days of dailies. You may also call me sir-fish-a-lot. So far, some 1200 fish and no turtle.

There's one thing I'll miss, though... the ability to tank as an Unholy DK... but oh well, can't have it all.

Wednesday, April 21, 2010

Liquidatin' mah resources and reading

Since I'm sort of on a break, I decided that I don't need the materials I had stocked up. During three weekends where I only posted on saturday mornings, I sold off most of it, leaving me now with somewhere between 30-40k across my characters. Handy. Not exactly Greedy Goblin-amounts, but enough to fulfill my needs for quite some time. Now my account time has run out until I decide to pay and play again.

I'm eagerly reading all blue posts and information regarding Cataclysm. I'm one step closer to finding out what I want to play in Cataclysm now. I'm just no paladin. I'm probably no priest either. So most likely it will be something like this in Cataclysm, in order of most likely at the moment.


  1. Shaman as my healer in PVE/PVP, Death Knight as my tank in PVE and dps in PVP.

  2. Druid as tank in PVE and healer in PVP.

  3. Keep all three more or less active.

  4. Druid as my healer in PVE/PVP, Death Knight as my tank in PVE and dps in PVP.

  5. Shaman as my healer, Warrior (!) as my tank in PVE and dps in PVP.

The last alternative is ... very unlikely. But for the moment more likely than playing my paladin. I've just considered levelling one, probably a goblin, to see the new starting zone and enjoy the new levelling experience. I'll probably play the Worgen starting area too. Possibly as a hunter, never had one of those. And then I can retire after the starting area, unless I fiercely fall in love with it.

By the way, just because I'm not going to play a priest or paladin doesn't mean I won't be envying them sometimes...

Wednesday, March 10, 2010

Hot topic: Shaman tanks

Some days ago, I wrote a post where I made a wish of seeing shaman tanks. When I checked today, I had gotten a ton of comments. Well, not literally a ton, but 12 (at the time this is written), which is like 4 times as many as any other post I've written earlier. It's rather obvious there are strong opinions on the topic.

I'd like to reply to all comments. Not necessarily defend myself, as a lot of you have very good arguments, so good that I'd rather be convinced that believe I'm the unmatched authorithy on the topic.

Obviously, shaman tanks aren't a new idea. Generally, among shamans themselves, it seems that there are very strong feelings on the subject. A lot of people want shamans to be able to tank again. A lot of other people want shamans to remain as they are now. Colm points out that there are inherit problems combining dps and tank in a single talent tree (like feral druids). I agree on that. It will cause a lot of tweaking and adjusting to get the balance right, and that takes a lot of time, if it will ever be done.

Gravity suggests that they don't get plate-equivalent armor but stay at mail and off-tank with that. I strongly disagree with this point. If you want them to be tank, you need them to be full-blown tanks. I've got BC far too fresh in memory, where you had there different types of tanks for different purposes. That was a pain, pure and simple. No, either they should be able to tank anything, or not at all. However, they could remain at mail and get their mitigation from other sources instead of boosting their armor. The problem with that from a game-design view is that non-cloth/leather/mail items with armor on, such as some trinkets, would be far more valuable for shamans than for other tanking classes. Look at it this way: If you have 30k armor and increase armor by 2k, you get less mitigation increase than if you have 20k armor and add another 2k.

Stormcrazed misses the days of 2-handed smashing. I never had a shaman in classic, but I did heal a lot of them in PVP. What I remember about them was their burst... both ways. They were very easy to burst down, and had very high bursts if not killed themselves. Fairly hard to keep up, but of course clothies dropped faster when focused by melee. I haven't tried lately; What is preventing you from just grabbing a big 2-hander and doing some WSG now? Is the dps so inferior to dual-wielding these days?

Stri'dah feels I neglected totems a lot in my post. I did, and it was fairly intentional. My thoughts were that since most of a shamans utility is tied up to totems, it was a bad thing to mess too much with them, or they'd lose that utility. However, as he points out, you could add additional effects to the various totems. Well, he didn't point that out explicitly, but I thought about from reading his comments. As long as you avoid shaman becoming the "stationary" tank by having them suffer too much from moving away from their totems, it could work out. However, you need to avoid the problem that as soon as a totem is taken out (for example by some adds spawning) the tank is no longer uncrittable. THAT would be messy.

In fact, Stri'dah was so fired up by the idea that he wrote his own blog post on the topic. Quite a lot of intesting ideas there. I particularly liked how he shared stuff from the lore that I previously didn't know about.

I particularly liked the idea of having water totems provide a temporary health increase. One thing I've been wondering about for some time; When streamlining all the buffs in the game, why didn't Blizz make Stoneskin totem and Devotion aura provide the same buff?

Suggestions about Rockbiter comes up times and again in the comments. Shamans already have a threat-increasing weapon buff, why just not keep that? Good point, really. At least it solves the problem that dps shamans that doesn't want to shouldn't get aggro. The only minor problem is that rockbiter is fairly ... uninteresting, compared to the other weapon enchants. Tanks should have some fun as well. On the other hand, while RNG burst dps isn't a problem (Windfury), RNG burst threat is a problem. You want to have reliable threat generation, and boring but reliable beats interesting but ineffective any day.

An anonymous commenter has a lot of ideas about abilities that could be used while tanking. At this point, I'd like to point out that the basic idea of my post was to make shaman working tanks. I wanted to post some suggestions on how it could be done. There are also a lot of other ideas on how it could be done, and mine are not necessarily better than others. In fact, I'm 100% sure that a lot of people have better ideas than me on the topic, I don't do this for a living.

I'd just like to comment on one thing in particular. Apply a taunt to Frost Shock might be a bad idea. If Earth Shock (or some other tanking shock) generates more threat, not much problem. However, if Frost Shock generates the most threat as well, then you'll have the problem that you need two rotations for the shaman tank, one for main tank duty and one for off-tank duty. The off-tank doesn't want to taunt the boss all the time. Even the main-tank doesn't want to taunt him all the time, if it's diminishing returns on the taunts.

Otherwise, I found the other ideas interesting.

Windsoar illuminated me; some shamans have been tanking, even on Anub'arak. Neat! Too bad we're not going to see shaman tanks in random 5-mans anytime soon unless they get some tank-buff-loving. It'd be fun to watch that video, though. The next poster even included the name of the guy. Phew. It must be hard to make it work despite the system trying (sortof) to hinder you all the time.

I did include a tanking shield spell, Ice Shield. But as further comments suggest, Ice is not a good choice of theme for a shaman tank.

Let's talk themes. There are four classic elements: Fire, Water/Ice, Wind/Air and Earth/Rock. There's also various talks about a fifth element, such as a "spirit" element and the "spirits of azeroth" that Stri'dah mentions. Then there are three (fitting) magic schools in WoW: Fire, Frost and Nature. So, Fire and Frost has their spesific damage type, while Wind/Air and Earth/Rock share the nature school.

Current staus:

Restoration has a lot of water-themed spells. You could argue that Chain Heal is slightly themed of Chain Lightning, in effect air. They also have one spell that's clearly different, Earth Shield. No prize for guessing what element it is based on. Restoration lacks (obviously) any damage spells, so they don't care about any school of magic at all.

Elemental has a lot of fire-themed spells, such as Lava Burst, Flame Shock, Magma Totem, Fire Nova and to a lesser degree Totem of Wrath. But a huge part of their rotation consists of Lightning Bolt and Chain Lightning, which are Air/Nature spells. In addition, they've got Thunderstorm, and a lot of talents that has names reminding of storms and stuff. They've also got a talent which specifically lowers the cooldown of Frost Shock (and Flame Shock).

Enhancement has a lot of Earth and Air spells. Earth Shock is their main earth spell, but they also got talens like Earthen Power. They also use a lot of Air spells, and Lightning Shield must be said to be included in that. You can argue that Maelstrom Weapon is also air-themed, but it could also be water-themed, unless I misunderstand the concept. Then there are some focus on frost spells, but that has mainly been aimed towards PVP enhancement, a rather uncommon design choice among any of their trees.

The reason I chose to theme my suggestions of Ice/Water/Frost was that Stormstrike buffs nature damage. I thought that it was better to make Frost the tank damage-theme, and Nature the enhancement dps-theme. However, it does make a lot more sense to base tanking on Earth/Rock rather than ice/water.

You could rename Earth Shield to Spirit shield, as suggested by someone. To avoid naming confusion, you could have Rock Shield as the main tanking-shield spell, and it might work like suggested about Ice Shield in my last post. Another shock could be introduced, Lightning or Thunder Shock, which could be the main dps shock while Earth Shock became the main tank shock. You could change Stormstrike to increase the damage of lightning spells instead of nature spells, then it would include all dps elements (the new shock, lightning bolt, chain lightning, and lightning shield). As a commenter suggested, you could make the tanking spells more based around mountains. Make Landslide as an initial threat spell like Shockwave and Avenger's Shield. Change my suggested Icicle to something with earth... Earthquake Shield? Not completely satisfied with that suggestion...

I like that better, when I think about it. Thanks for the heads-up.

Wulfy: Thrall is probably my favorite person in all of WoW's lore. ... Would be awesome to tank as he does.

Thanks for all the comments. It made me very happy to know that my posts are actually being read. Perhaps I should follow Gravity's suggestion and move to Wordpress so I can get a hit-counter on the site. Perhaps someone can point me out to a gadget that can do that on blogspot?

Friday, March 5, 2010

Wish for Cataclysm: Shaman tanks!

I was going to write a post about shamanic healing, but then an idea suddenly popped in my head and I couldn't resist pursuing the thought further.

The background is something like this: I've spent some time levelling my paladin recently. While I've come to enjoy the paladin class a lot more, I still find I'm at odds with the "feel" of the class; The righteous, holier-than-thou warrior. I also got some of the same feeling from my priest when I spent some time playing her recently; a theme based on light and shadow is not what I'm really after. It works for many, and it's okay for me too, but I find I enjoy other themes more.

I enjoy druids. While they have some in-game quirks I'm not too happy about, they're decently cool. Well, I have some trouble with the moonkin form, but I can live with that. By the way, what is the wrath spell anyway? It just doesn't make much sense to me.

But, the healer class I really like from a theme-perspective is shaman. Then the thought trailed further, and I started imagining how it would be if they could tank. It would be awesome if shamans could tank as well! While it wouldn't solve the "tank crisis", it might be one step closer to it.

Anyway, I started thinking what would be necessary to make them tanks. That made me think about the other tanking classes, and what made them tanks. Like feral druids, melee dps shamans and tank shamans would share the enhancement tree as their main spec tree.

Theme

All classes have some themes they range over. In addition, each talent tree has an underlying theme or focus, which usually is a sub-theme of the main class. In that way, each tank has a theme they are tilted towards.

For example: Warriors are, like the name implies, fighters skilled in the use of weaponry. Arms warriors are the iconic fighter with a huge sword or axe that fights with great skill. Fury warriors embody the raging barbarians. Protection warriors are the sword'n'board fighters who also use their shield offensively.

Druid tanks have (obviously) bears as their theme. Protection paladins have ... ehm... Captain America as their ideal? Seriously, though, it's more the protecting, self-sacrificing holy warrior. Death Knights are semi-unique, since they can tank in any tree. The choice of tree have more effect than whether they are tanking or not, though they are slightly tilted towards Frost as their tanking theme (Frost Presence, and frost fever causing the necessary attack speed reduction on enemies).

For shamans, they are themed around the powerful and sometimes destructive elements found in the world. Restoration shamans embody the ocean and water. Elemental shamans are most tilted towards fire, flame and lava, but also storms and lightning. Enhancement shamans are more focused on storms and lightning, with a hint of cold/ice.

For a shaman tank, it would mainly be based on the already existing shamanic theme, but could be further tilted towards ice and cold. It fits with Frost Shock already causing higher threat than the other two shocks.

Holding Aggro

There is nothing more annoying than joining a group and watch the tank unable to keep aggro on anything at all.

Threat

The first important property of a tank, he must be able to hold aggro. However, shamans must also be able to avoid aggro when they're not tanking. Their attacks must cause more threat than they currently do if they want a decent hope of holding aggro. Looking at the other classes: warriors have stances, death knights has presences, druids have forms, and paladins have a "threat spell". That would probably be the easiest way to solve it, give them a spell they can cast to cause additional threat, which lasts until cancelled.

I'm thinking something like "Stormtouched", which looks like they're charging up with electricity when it's cast, and improves all threat caused by something like 60-90%, subject to balance with other tank classes. Not exactly fitting with the earlier mentioned cold theme, though, but fits with the general shaman feel.

Taunts

All tank classes have a single-target taunt with 30 yards range and 8 sec cooldown. They also have a glyph which increases the chances for the taunt to land by 8%. They are all identical, except that the paladin variant causes some damage modified by attack power. Awfully handy, by the way.

In addition, every tank class have a secondary taunt or taunt-like ability, on another cooldown. Warriors have Challenging Shout and druids have Challenging Roar. The two abilities are practically identical except for the rage cost, and taunts all enemies in 10 sec radius, in addition to forcing them to attack you for 6 seconds on a 3 min cooldown. Paladins have Righteous Defense which taunts up to three mobs targeting a friendly ally. Almost always macroed to use the target's target (your ally) as the recipent of the spell, so you can cast it on a mob. Death Knights have Death Grip, which forces an enemy to attack you for 3 sec.

Taunt and "forcing someone to attack you" are slightly different things. The first gives you threat on the enemy equal to the highest threat of whatever the monster has on it's list, and the other merely forces them to attack you without modifying threat, so it's highly likely that they mob will attack someone else when the "forced target" period is over unless you were already high on threat. All threats also have a "forced target" period, usually 3 seconds unless otherwise noted.

Shamans would need a 8 sec cooldown taunt spell. No idea of name for this one.

All shamans have access to Earth Elemental, which is kind of a long cooldown very unique threat.

As for a secondary threat, I don't know right now. It can't be any ability that you use as part of rotation, or you can't offtank. Something unique would be cool, too. I haven't come up with any concept I really like yet.

Survivability

When the tank has established aggro, the next step is to make sure he survives it.

Armor and crittability

When a shaman equips a shield, they get a decent amount of armor. They're still lacking a bit to get to plate levels. A very simple fix here to bring them up to warrior and paladin level is to have Stormtouched increase armor on mail, leather and cloth items by X percent, where X is (plate armor) / (mail armor) coefficients. It should also make the shaman immune to crit from creatuers. This has the problem that you want to be Stormtouched all the time in PVP.

To counter that, you could add a damage reducer such as the -5% damage done that Defensive stance packs. In that way, it becomes a trade-off in the same way as using various presences are. You can PVP in frost presence and have additional damage reduction, but only at a cost. However, resto shamans don't suffer much from that. While that may be okay (resto shamans aren't the most durable in the world of PVP healers, they might use a buff) you could instead attach a -10% crit chance or -10% haste chance to the talent. Now, that would certianly be felt. If you attach negative haste, no shaman would ever use it in PVP. If you attach negative crit chance, some might still use it, but that would sort of be okay. They're now a slightly more defensive hybrid.

Flat damage reduction

The other tanking classes all have some flat damage reduction on their tank-ability, with the exception of paladins who must talent for it. The same solution could be used here: Stormtouched could be talented (deep enhancment) to add up to 6 or 8% flat damage reduction, perhaps more.

Avoidance

Shamans can block, parry and dodge already. However, all the other tanking classes has higher than normal levels. Druids scale with agility, and recieve extra dodge from it too. Death Knights gain additional chance to parry from strength. Paladins block 65% of all incoming attacks from talents alone when Redoubt and Holy Shield is up. Warriors can block extra on demand, and sometimes twice as much as normal.

Since Shamans would also scale with agility, they would already be getting higher dodge levels than normal. Unlike druids, they can parry and block, so they would most likely not need any extra avoidance like druids get extra dodge from agility.

Attack speed reduction

Shamans can get the same attack speed reduction that other tanks get. Earth Shock provides 10% attack speed reduction, and Earthen Power provides an addition 10% for 20% attack speed reduction. It can only be used on a single target, but the same applies to a paladin's judgement which is also an attack speed reduction when talented in Judgements of the Just.

However, the problem is that Frost Shock and Earth Shock are on the same cooldown, so you'd have to choose between attack speed reduction and threat. A fix here might be to allow Frost Shock to provide the same attack speed reduction as Earth Shock, in addition to higher threat. It might also just work to keep them seperate, then requiring the tank to first apply Earth Shock to get the attack speed reduction and afterwards Frost Shock to get threat, provided the attack speed reduction lasted pretty long. At least 18 sec or something.

Compromising like that between threat and survivability is not a very good design, though. No other tank classes (as far as I can think of) has to do that. Compromising between single- or AoE threat is okay, though.

The 20% speed reduction would have to be attached to any ability that that is part of the normal tank rotation.

Emergency buttons

Shamans already have one emergency button, Shamanistic Rage on a 1 min cooldown. It can be kept like it is, though 30% damage reduction for 15 sec on a 1 min cd might be bordering overpowered. They would, however, need one more tank CD, which should not be so powerful that it will upset PVP balance. To balance PVP, the shamanistic rage could be reduced to 20%, and you could have one additional ability on a longer cooldown which could overlap with the other if necessary.

However, they do have another cooldown. Feral Spirit. It provides some healing done to the shaman. However, health received like that doesn't scale good enough to be useful in a serious tanking situation, so it would have to have another ability attached, like increasing healing received. However, there are some designs issues with that. It's a reason the original feral druid talent Berserk was split into two different spells; one which could be used to increase threat and another which increase health (Survival Instincts). You want to be able to use threat cooldowns (increase threat) without having to blow a survivability cooldown so they're available later.

Feral Spirit could, however, be modified to be a threat cooldown. Simply add to it; "the threat caused by the wolves is applied to the shaman if he is Stormtouched". Since the healing is based on AP, it would heal less for a tank than for a dps. All the tank classes also have some way of getting health back on a long cooldown (Warrior: Enraged Regeneration, Druid: Frenzied Regeneration, Paladin: Lay on Hands, Death Knight: Death Pact), so this would be the shaman way.

So, another ability should be added. Powerful enough to be useful, and not so powerful it upsets PVP completely. In addition, it's an advantage if it's a bit unique.

Other tanks have:
  • Reduced damage taken on demand cooldowns
  • : Lots. Shamans already have Shamanistic Rage, so it would be a bad idea to add another ability like it.
  • Reduced damage taken on low health
  • : Will of the Necropolis, Ardent Defender.
  • Increased health cooldowns
  • : Last Stand, Survival Instincts and Vampiric Blood.
  • Increased healing recieved cooldowns
  • : Vampiric Blood, glyphed Frenzied Regeneration.

Something unique would be cool. Can't think of anyting right now, though. Could be something with totems, but it would also have to work on the run. What about an ability that delays 30% of the damage? At least unique, but would be hellish for the programmers to fix.

Abilities


Resources vs cooldowns

Like a paladin, a shaman would have to have his abilities mainly limited by cooldowns, since it's a bad idea to design a tank around going oom all the time.

Mana

Again like a paladin, a shaman would need some way of reliably generating mana all the time. Hitting with Improved Stormstrike isn't good enough, as you can't demand a tank to have enough hit to reliable connect each time. It's tricky to design some way of regenerating mana that isn't too limiting and at the same time not too powerful, and hardest of all, make it scale and work both when the shaman is low- or high-geared for the content he's working on.

Water Shield is fairly reliable for low-geared stuff, but scales negatively with aviodance. The amount would probably have to be increased, though. Besides, I've also toyed with the idea of a new type of shield like lightning and water, Ice shield for tanking. I also think that 'mental shamans should get a new type of shield, like Magma/Lava/Flame/Molten shield.

A suggestion here is to allow Stormtouched (possibly talented) to also grant mana when damaged by direct damage or cleave abilities. Not AoE abilities. To avoid it being abused for healing. If you get aggro, you've got bigger trouble than your mana pool, and in healer gear even stormtouched you're not tough enough to tank serious stuff. It can grant the same amount as Spiritual Attunment, or perhaps slightly more since it's a bit more limiting.

But, granting mana only when you take damage means you'll be constantly mana-starved when you're tanking stuff you're overgeared for. So, you also need an ability which scales with your avoidance. I suggest adding the same benefit of Blessing of Sanctuary, gain 2% mana on dodge, block or parry, to either Stormtouched or Ice shield through talents. You might also add a 3% less damage taken passive ability to Stormtouched through talents, exclusive with Blessing of Sanctuary, so you don't have to buff shamans with Sanctuary at all. After all, since they scale with Agility, they will want Kings.

Now, you can choose to use Water Shield for tanking. It should be like a paladin using Seal of Wisdom: Handy in some cases like when you're overgearing stuff, but strictly unecessary for tanking stuff of your gear level or higher.

Spells and talents

Looking at exisiting abilities and how they can be used in tanking:

(Frost) Shock

Shocks, in particularly frost shock, should be a major part of the rotation, every 6 second. It should also be possible for some benefit (like a druid taking Improved Mangle) to take Reverbation, but only give arbitrary benefit. In effect: It's one valid choice among several, not a ton better for getting max threat.

The downside of Frost Shock is that it is a spell, and thus uses spell hit rather than melee hit. A talent or glyph might add 9% hit to Frost Shock (or some other number), making it require only the normal melee hit to reliably hit.

Stormstrike

Stormstrike should be a major part of the rotation, every 10 sec. Since Stormstrike does more damage with slower weapons, I've given that special regard in the Itemization section below. The +nature damage taken debuff doesn't give any benefit to the shaman tank rotation I've imagined, so there should be a secondary benefit to it. Since you still want dps enhancement shamans to focus on nature damage, one suggestion is to allow the next 4 frost attacks you deal to it to yield 20% higher threat.

Fire Nova

Fire nova would most likely be a major part of the rotation. 10 sec base cooldown, 8 sec glyphed. It should not provide so much threat increase to the rotation that you *have* to glyph it. However, it's not enough in itself to hold AoE threat, so some other ability would also be required.

Magma totem

Magma totem, as far as I know, has it's own threat table, making it useless to gain threat while tanking. It could be changed when you use it with Stormtouched, but I think it's a better idea to leave it as it is. If you require it as a part of a rotation, you need to have a massive mana gain somewhere (since it's very expensive) and effectively say that "shaman tanks never buff spellpower with Flametongue totem". I'd rather keep it as it is now. You could still throw it down to help dps, but it's doesn't help you from a threat perspective.

Lava Lash

Lava Lash should remain only usable with an off-hand weapon, and should thus not be a part of the tank rotation.

Wind Shear

Wind Shear need to get the part about "reduces threat" removed when it's used while Stormtouched.

New spell: Ice Shield

I'm thinking of adding a new type of tanking shield. It can last as long as the other shields, but since you will be taking damage a lot more often, it will need to be refreshened much more often. It should still be mana-free, so there's no problem refreshening it before it has run out except spending a GCD. With 4 charges it, it will last a minimum of 6 seconds with an internal 2 sec cooldown.

A question is whether it should also trigger on other stuff than just getting hit. For example: It can be added to the existing talent Static Shock that you can also expend charges of Ice Shield when hitting the enemy, but that no more than one orb can be expended every 2 sec for any reason. This to make sure it lasts at least 6 seconds, and thus can be a part of a rotation.

Now, the question is how you fix it's damage. It must generally be worse than Lightning Shield for dps, except in special circuimstances. However, if it's worse than Lightning Shield for dps (and thus threat), why would tanks use it?

I've got some ideas. One is to make it cause AoE damage when a charge is expended. The damage could be 1/3th of Lightning Shield, making it better in just some circuimstances for dps. Also recall that Lightning Shield is further buffed by the Stormstrike debuff. Then many tanks would use LS for single-target fights and IS for multiple-target.

Another idea is to attach some minor defensive benefit to it, like holy shield improves block chance. That would make every single shaman tank use it for almost all purposes. For example 5% less damage taken (like Blade Barrier).

Yet another idea is to simply say that it produces high threat, so that the threat produced exceeds Lightning Shield even on single-target fights.

New spell: Icicle

You also need at least one more spell to get a proper rotation. There are several ways to think around this one, but I've got a proposal.

Icicle could be a baseline spell, meaning all shamans get it. It has no cooldown. It should be mainly used for tanking (and perhaps resto soloing). The base damage is low, so that it has lower priority in regard to threat than Stormstrike, Frost Shock and Ice Shield.

It should have a debuff of some kind, and the best would be to allow the debuff to stack up to five. I'm thinking Lacerate, a damage dot stacking up to 5. Shamans already have a ton of utility, they don't need one more buff to bring along. However, to avoid it to become a part of Enhancement rotation, it can be used only while you're wearing a shield. Think about it as "cause your shield to sprout icicles at your target".

I'm thinking it should also work with Maelstrom weapon. The problem is that maelstrom weapon requires you to stack it up to full (5) before you cast Lightning Bolt / Chain Lightning, otherwise you start casting (even fast), which resets your current swing timer and reduces avoidance to 0 for it's duration. That would make for a very steep learning curve for any newbie shammy tank.

I suggest that it works like this: Icicle consumes Maelstrom Weapon, and causes X damage to all enemies within 10 yards for each buff in the maelstrom stack. It scales lineary. That means that you don't lose any dps (AoE or otherwise) by using a stack early (in fact, that's the main use), you don't get any special benefit by waiting until it's stacked up to 5, and you will loose dps and threat if you don't use it when it's at a full stack.

This also have a secondary benefit: Since Icicle is used relatively often in the rotation, you clear the maelstrom charges very often. This prevents the tank from using Maelstrom weapon to heal himself a lot, unless he's willing to sacrifice a lot of threat for it. Even saving up and using heals to keep yourself up, it will be a veeeery minor increase in incoming heals on any raid encounter.

Weapon enchants

You could have the shaman use the normal temporary weapon enchants (Windfury or Frostbrand and Flametongue, perhaps), or create specific tanking temporary weapon enchants. Not thought much about it.

Initial threat

A shaman can use Chain Lightning to gain some initial threat on up to three mobs, Lighting Bolt and Frost Shock for a single mob. They might have problems generating initial AoE threat like a warrior using Thunder Clap and Shockwave, a druid using Swipe and a death knight using Death and Decay or Howling Blast. However, paladins have a bit of the same problem; Their AoE threat rocks, but it has a slight ramp-up time. Shamans would be able to use Fire Nova for their initial AoE threat, and then rely on Icicle / Maelstrom Weapon slash AoE and Ice shield.

Rotation

The rotation priority would be something like:
  1. Keep up Ice Shield, 6s+ "CD"
  2. Icicle if at full stack of Maelstrom Weapon
  3. Stormstrike, 10s CD
  4. Frost Shock, 5-6s CD
  5. Fire Nova, 8-10s CD
  6. Refresh Ice Shield if it's low on charges, to avoid several some CD refreshing at the same moment that Ice Shield fades
  7. Icicle otherwise

Might need some adjustement, but something along those lines. You could also argue that you would want to Icicle a lot early to get up stacks. Same thoughts as for druid tanking: Handy, but threat is usually better by using Faerie Fire (feral) and Mangle on every cooldown.

Other stuff

Other thoughts I came up with while comparing tanks.

Gap closer?

Druids and warriors have various abilities to get into melee fast, gap closers. Death Knights have a reverse gap closer, brigning the enemy to them instead. Paladins don't have that, which might be why their normal taunt deals damage. Shamans can probably also work fine without a gap closer. The problem is that you don't want to make Enhancement shamans too sticky in PVP, they are already relatively sticky. While it would rock with another pull like Death Grip, it's probably not necessary.

Utility

Shamans have a ton of utility already. No reason not to bring them along for their lack of utility.

Dps

As noted above, a shaman tank would have to be lower on dps than their dps friends in the enhancement business. Part of this is solved by having to compromise talents like feral druids too, another is to simply make them use a single weapon and shield instead of dual-wielding. Might just do the trick. If you attack the -10% haste or crit, it helps even more.

Itemization

Shamans can't equip swords, a very commonly used tank weapon. They also derive no benefit from Strength, which all the plate classes do. Druids have their own weapons.

I propose balancing shamans around tanking with a +agility, slow dps weapon. Two reasons for that. First, it provides better damage = more threat on Stormstrike. Second, you don't want to have to add even more weapons into the game, in particularly not weapons that only a single sub-spec will put to use. So, to close the gap tanking weapons provide, you'll have to add some ability, talent or glyph that provides a shaman with the necessary stats to close the gap since he's not using a tank weapon. Death Knights, which are balanced around tanking with dps weapons, have Rune of the Stoneskin Gargoyle (2-handed weapons) and Rune of the Nerubian Carapace (1-handed weapons) for that purpose. It could be a temporary weapon enchant for shamans, but I don't see any reaons why you don't want them to use the normal weapon enchants.

I'm crazy, right?

Why did I write all this?

It was a fun thought experiment, and allowed me to think throughly about what makes or breaks a tank.

I don't think it'll be implemented for Cataclysm. It's probably too late in the design process for Blizz, and the chances that some Blizz employee will read this post and totally fall in love with the idea is very low. The chances that said emplyee will actually put it into Cataclysm is even lower, hovering around winning the national lottery.

But... it was fun. And admit it, it would be completely awesome. Thrall can tank (Battle for Undercity), every shaman should be allowed to share that fun!

[EDIT] I've written a follow-up post, after all the comments on this topic.

Thursday, February 25, 2010

The World Event Menace

It's been a while. More than two weeks, in fact. I've got two major reasons for that, apart from the looming reason of laziness. And some trouble with blogspot. Using Chrome helped.

First, I've been unable to sit much in front of a computer for medical reasons. Second, I've been busy with the World Event stuff recently. Which is the first thing I'd like to discuss.

The World Event Menace

I've got a bunch of characters, as you may have guessed by now. Of which I "invest" in five of them. One for each healer class, and a death knight. That does not mean I try to get every one of those top-geared. Just that those five are the "mains" I switch between. My usual pattern is a few weeks on one "main", then I switch to another for a while. Since I've rolled my DK, I've done the daily random heroic each time with him, but I've spent a lot time on various healers too. I like tanking, but I also enjoy healing.

Anyway. When Cataclysm arrives, stuff will change... again. Equipment gained today is useless tomorrow. Doesn't matter if I've gotten a full tier 10, it will be replaced within a month anyway. Thus, that's only a temporary investment. Very handy and necessary to get the job done, but not something I hoard for the sake of it itself.

Crafting materials will also be reduced to dust-collectors, with a few exceptions. Some special items will still be worth making, such as the item that grants an extra gem socket on a belt. Some special items will be worth making for others that doesn't have them already, such as the tailoring flying carpets, the engineering turbo-charged flying machine, non-combat pets... but it's mostly useless.

Gold in itself will still be valuable. However, it will suffer some amount of inflation. 5k gold in one year is most likely the same as 1-2k gold is today. Still, it's worth selling stuff that's still valuable to get gold for later.

Profession skills are somewhat useful. The actual recipes/patterns/design will most likely be less used, but the skill points make it easier to get to top-level again. However, the first skill points for each new expansion is ridicilously easy to get anyway, so it's only a minor help. Some recipes will still be worth selling, though, especially for levelling up. The exception is Inscription, many of the low-level recipes there will be useful forever.

For achievementcollectors, very few of those go away, and so they're useful in themselves. I care very little for achivements for the sake the achivement itself. I do care some for "internal" achievements. That is, goals and challenges I overcome and feel I've achieved something myself, not because of another 10 points on the achievements page. Successfully beating a hard mode boss you've spent time mastering would be such an achivement.

Vanity items, such as clothes, fireworks and all that junk that's filling a bag in your bank is worth exactly as much next expansion as today.

But... one thing will be useful... Oh so useful. 310% flying mounts. Getting quest done faster, spend less time travelling. Makes looking for metal nodes or herbs easier too.

However, since I'm not in any serious raid force, there are only two ways to get a 310% mount. First, a random drop from certain raid bosses. Second, the "What a strange, long trip it's been" meta-achivement for doing most world event achivements.

Trying to get one of those rare mounts from various bosses are practically a waste of time. In the first place, it has a 0.2% chance of dropping 25-man mode only, and then you've got to win the following raid roll. Even if you raid the same boss every week, you've still only got a 10% chance of seeing the mount actually dropping, and then you haven't even started the raid roll!

My own conclusion is that I've got to do the World Event stuff on all characters that I want to someday get the mount. Sadly, when WotLK launched, I didn't know about the reward and couldn't care less for the achivements themselves, so I got started kinda late.

My shaman just got her Violet Proto-Drake. She was my main at the time I first started doing these achievements, May last year. I started doing it with my druid as well when the Fire Festival event started, meaning she lacks only two world event meta-achivements now, Noblegarden and Children's Week. I started doing stuff with my death knight on the Hallow's End event, so he'll be done with the Brewfest this year. Finally, I just started doing the meta-achivements with my priest and paladin. Since neither is level 80, they couldn't get the Love is in the Air meta-achievement (requires you to enter Naxxramas which requires level 80), so they'll be done around this time next year.

Doing the achievements with all my characters is a huge time-sink. Fortunately, I've combined most of them with reading manga (History's Strongest Disciple Kenichi, an awesome manga on mangafox.com) while travelling, making it much less annoying to get it done.

I feel sort of forced to do this. Since I know myself, I know that I'll be switching back and forth between my characters a lot later too, that's why I "need" to get it done with all of them. There is no time when I feel more addicted to this game than this during these events. Bah. I'd rather want to skip it, yet I still do it. How important is that 10% flying mount speed increase worth, really?

Current status for each of my characters:

Kirba (shaman)

Done with the entire world event stuff. Yay!

To get the achivement Charming, I've joined a lot of heroic dungeons as dps. I find Elemental a lot less stressful now. I believe it's the same with almost any dps spec, you'll get used to the "rotation" (or priority system) if you practice enough.

Healing 5-mans is just trival for shamans. Not that it's hard for any class, but Earth Shield + Healing Stream Totem will cover practically all damage taken by both the party and the raid. For ease of convinience, I've glyphed Healing Stream Totem. 500 health to each party member every 3 sec? That's 2.5k every 3 sec, or 833 health per second.

I've also started to see how powerful Chain Heal can be. The problem, though, is that it requires a good knowledge about the positioning of the raid. Hit a hunter at max range, and you'll get no bumping at all. Melee are almost always safe bets. Tanks in particular. I often cast it on myself during raid damage, both to heal myself up but mostly because I always know who is within range of myself by looking around.

It seems to me that Chain heal has higher throughput than most other forms of raid healing. I guess Prayer of Healing can outpace it, but since it only targets one group, chain heal have a higher probability of hitting targets that's in need of actual healing. Good organization of the groups or knowledge of who does what (in effect, a stable raid group) also helps. Well, rogues, death knights and warriors are always in melee, but any other class can be almost anywhere.

I found that it was much faster doing quests to get Charming. I could - barely - solo a 5-man quest in Icecrown as Elemental. Much easier as Restoration, but a bloody lot slower. Questing in itself is awfully painless as a 'mental shammy, though. No downtime, not much running (the mobs run to you once you hit them), lots of cooldowns to blow if you're feeling threatened or just bored.

Ayeba (druid)

Done with this world event. To get Charming done with her I spent two instances dps'ing. However, I found that kitties aren't generally the killing-blow scorers. Bears are actually better at it. Kitties might be better if you're working hard on timing, but if you're working towards optimal dps they don't get too many killing blows.

So, I spent a lot of time tanking with my druid to get all the charming stuff and then all the elders of the dungeons. You know what? AoE threat for a druid is rather low. Even spamming swipe until my fingers bleeded (macroed with Maul so I get single-target threat too), dps would regularly pull aggro on one of the AoE targets. To get aggro on all, I had to tab through the crowd to get in mauls everywhere as well. Good thing I'm fast on my taunt-finger. Granted, many dps were better equipped than me, but still...

Like Kirba, I ended up soloing and questing to get Charming done. Not only because it's faster, but also because there were some quests in Icecrown I'd like to do just for the lore. I easily soloed the questline with the Scarlet Onslaught, including the end-boss. I think it was even easier than on my death knight. The 4% of your maximum health heals (Improved Leader of the Pack) every 6 sec just rocks too much combined with low incoming damage (relatively) and the higher health pool of druid tanks.

Vigan (death knight)

On the topic of the world event thing, Vigan is the one I've done the least with. Not because I'm not interested, but because I can do that while waiting in LFR or for battlegrounds, something I don't do too much with the other characters. Yay for 20% speed increase from talents. Just lacking Azjol-Nerub of the dungeon elders, gotten the rest through random daily heroics.

I'm still enjoying tanking as a death knight. Will respec to Blood soon to test it again with the changes to the talents in 3.3.5. Two pieces of Tier 10 should help on AoE threat as well, especially if I throw in a glyph as well.

Regarding PVP, I've gotten kinda dis-hearted. Great survivability, but not enough pressure. Without a healing debuff we got lots of trouble in arenas against any team with a healer. Rather than go get a tank class with a MS debuff (warrior), I've shifted more towards being a healer. Than someone else can bring that debuff. Or I can go with a caster team or something.

Zuna (priest)

Lacking Kalimdor, Utgarde Keep and all the high-level dungeons. She's level 77, so she can enter almost all of them now. After those are done, I won't play her more for a bit. The other characters of mine interests me more.

I've found I'm in need of a lot more practice before I can master the shadow rotation. Particularly on trash; How many mobs should there be before I ought to use Mind Sear over single-target dpsing the mobs? There's also something about the shadow stuff... it's just not as cool (in my mind) as throwing lava and lightning around.

Mirlei (paladin)

Done with the season except for the high level dungeon elders. However, she can't access them yet because she's only level 74, so I got to level a lot if I want to get it done this year with her.

Though I played her to get some healing done, I ended up with a tank and a dps spec. It's just much easier to get groups as a tank, and much less annoyance involved when I control the fights. So many bad tanks out there... Interestingly enough, I pull 1.5-2k dps on trash groups. Granted, that's AoE, but unmatched by almost any other dps at that level. I'm sorely beaten (as I should be) on single-target boss fights, though. The curious thing is that I don't have a single heirloom item, enchant or gem with her, while many of the other dps are way better equipped than me.

I could spec tank and healer, but I'm on a PVP server and want to level painlessly. I even got drafted in as dps in a group once recently. That was quite the intresting experience. I'm learning the retribution stuff, but it seems to me the most effective is to use Crusader Strike every 3rd GCD and weave the other abilities in-between those. Perhaps every 4th GCD with decent amount of haste to push the GCD down to 1 sec. Further, Seal of Command seems to be the trash-clearing seal while Seal of Corruption (since I'm horde) is the preference for boss fights. When tanking I just go Seal of Corruption all the time for the ton of extra expertise I gain from the glyph. Can't beat that.

I've had some fun using my abilities in a high-level dungeon (for me). I joined Drak'Thron Keep as dps at level 73. We got three groups at the same time, and our healer wasn't exactly top-notch. So I tossed Hand of Sacrifice on the tank, blew Divine Sacrifice and healed like crazy, judging to get up mana and stunning and silencing to reduce incoming damage. A bit earlier I had tanked the raptor boss after the tank died, successfully. If Divine Sacrifice and Hand of Sacrifice actually stacks when used at the same time, that's a crazy amount of damage reduction.

Posts I want to write

  • Shamanic healing
  • Challenge of non-heroic dungeons at the appropriate levels
  • Dee Pee Ace

Wednesday, January 13, 2010

Just when I thought healing was soooo last year...

Just when I thought I was happy with my DK... I suddenly feel like healing again. Bah. It's not necessarily a bad thing. I can imagine why, too.

My current theory is that I've hit the "roof" with my DK. The only thing left to do with him is serious raiding - which I can't do because I can't meet any raid force attendance requirement - and arena PVP - which I can only do in limited amounts due to the same limit. So, I run my daily random heroic and some pug raids, but generally, there's not much more to do with my DK.

So, I've reasoned a bit. Obviously I can't heal as a DK. However, I can tank as a DK. What's more, I like it a lot.

If I could, I'd prefer to have only one character to rep and gear up. Originally, the plan was to get a character that could both tank and heal. In effect, a druid or a paladin. However, as noted in the last post, I've come to dislike the druid spam-tanking, thus they are no longer an option. That leaves paladins. I've never liked them too much... which is an elitist opinion I'd rather rid myself of. They are still an option. I even leveled a paladin once to 71 on a different server. It's an option to pick her up again. I'm seriously considering it.

Anyway, since I joined the dark side, I've thought that I no longer need a healing class; I'm happy being tank in PVE and dps in PVP. Worked for me for a while, too... 3 months? That's quite decent for me.

Now, I want to heal again. Apart from the paladin option, that means I have to keep up two characters. Still possible.

The question, which of the characters to pick up? My priest (72), druid (80) or shaman (80)? Obviously I make it much easier for myself if I go for either of the latter two.

The character I want to heal with need to work for me both in PVP and PVE. "Work" is a relative term. It means they have to be effective enough to not annoy myself to death in PVP, and have a playstyle I'm comfortable with in both PVE and PVP. Every healer class works in PVE, as a matter of fact.

So, I ran through heroic Pit of Saron with both my druid and my shaman as healers to gauge how well I liked them. Then I ran a few random dungeons with my priest. I need to test PVP later.

Okay, the comparison between my druid and my shaman wasn't quite fair. I got a crittable, slightly underequipped, and less experienced tank with my druid. I still liked him, though, he was willing to learn. My shaman got an ICC equipped pally tank. Talk about difference.

First thought: Addons make a hell of a lot of difference. Having Grid set up to tell me exactly what hots/buffs were on each party member and how much damage they had taken made all the difference in the world. Without addons, healing is a lot harder, in my opinion.

Second thought: I'm rusty. It know the classes as I've healed a lot with each of time. However, it took time to put myself back in the healing mindset again. In fact, I found tanking a lot less stressful than healing. With a bit practice, it'll come back again.

This post was getting awfully long, so I chose to split it into more than one post.