Thursday, October 22, 2009

PVP strikes back


I had, for quite a while, neglected a part of WoW I really used to love so much. PVE has lots of fun factors. In particular, I love the cooperation required to bring down bosses, and the excitement of succeeding together. However, playing only one aspect of the game will burn it out faster than playing all aspects.

With the "birth" of my death knight, I played a bit PVP along the way. And heck, what fun I've missed!

While levelling up, my DK has the heirloom PVP shoulders, heirloom PVP trinket, heirloom chest and heirloom axe with Crusader on it.

BG 50-59 was a bit of a joke. More than half of all players joining were death knights. In fact, it was joked that "whichever side has the most death knights wins", something that proved painfully true for all rounds I participated in.

Come 60 and lowest level in BGs. Interestingly enough, I didn't feel underpowered. Quite the opposite, it felt "just right". Most likely because of the superior gear I had for my level (DK starting area blue gear is about equivalent of lvl 65 greens, I think). Of course, I was feeling a bit squishy, so I played all the time in frost presence.

Here's the thing: I don't like following all the stupid sheep that races towards the stables, Balinda or just mindlessly fights in the midfield in Warsong Gulch. I stick around in our base to defend our flag in WSG, I stick at a base in AB and defend it, I try to keep Galv alive, get our towers back and prevents stealth caps in AV.

I'm used to playing a healer. What happens when a single healer sticks around a place to defend? Well... at best I can survive until my mana is all gone. That's the limitation of my abilities.

As a DK, I'm able to succeed on my own. At least some of the time.

Now, I've hit 80 with my DK. There are a few problems.

I'm painfully reliant on a good weapon, and I'm STILL running around with my heirloom axe. It helps a lot being unholy -- I did 4.5k dps in quest blues in the Onyxia 10 pug I joined. Superior AoE, anyone? With a bit of luck, a new weapon will drop sooner or later in TotC heroic.

I still only have two specs to play around. I want three (at least). PVE dps, PVE tank and PVP. For the moment I don't have all that good tanking gear, so I've got PVE dps and PVP. Considering tanking with my PVP spec. It has Toughness, Magic Suppression, Anti-Magic Zone, Bone Shield and even Glyph of Anti-magic Shell, so I'm only lacking Anticipation, Blade Barrier and Improved Icy Touch of the core tanking talents. I can even afford two points in Imp Icy Touch in my PVP spec without losing anything important.

Other than that, I'm gearing up my third character. At a point I got really tired of it and switched back to my shaman for some PVP. It took less than a single AV to recall what I liked about my DK.

  1. The get-out-of-jail-free cards. In particular Anti-Magic Shell and Icebound Fortitude, but also Strangulate and Chains of Ice. Together, they allowed me to survive for quite some time alone with an enemy. Except retribution paladins, bloody annoying bastards. They stun me for 5 seconds before I got the runic power to get off either AMS or IF.

  2. Just being a tank. Standing around defending a node in frost presence, and a rogue fires up his arsenal at me. But hey, I've got tons of armor, I can survive for quite some time. Compare that to a shaman, even with a shield, whose only defense is trinketing out of a stun or die before the stunlock is up. Well, almost.



I like being a tank in PVP.

Delicious cookies! All mine! Muhahahahahaha...



... and another blog bites the dust?

Yes, it did. I ought to have made a post telling you why I stopped blogging.

However, I'll start again. This time with a slightly different focus.

What has happened?

Something like this:

  • Played my shaman for a while, gearing her up for raiding (3.1). Did some pug raids, lots of fun.

  • Got tired of only healing, wanted to tank again.

  • Fooled around with a paladin for a bit. Got it to 71.

  • Returned to my druid, levelled it to 80.

  • Geared up my druid for raiding. Lead a few Naxx-raids.

  • Applied, got accepted into a raiding force. Pretty serious 10-man force with good people. However, they were full on druids and wanted shammies.

  • Geared up my shammy again (3.2)

  • Raided one night. Found out I can't do it and function normally at work the night after. Bed at midnight, up at 6 AM. I'm a zombie half of the following day.

  • Got a bit depressed. Considered stopping WoW entirely.

  • Returned to my druid for a bit, played a bit without any specific focus. Tanked some pug raids, including Koralon 25 right after he was added.

  • Tried a death knight. Got hooked.



Status quo: DK at 74, fairly speed-leveled. Having fun meanwhile, though. Had a few short breaks to the seasonal stuff. Knowing myself, I will sooner or later want to return to healing. Which class? Don't know, thus I do the seasonal stuff on both my 80 healers (druid and shammy).

So, future stuff will most likely be centered a bit around death knights and leveling stuff. Not much raiding stuff to be expected here, I'm afraid.

I'm going to spend a bit less time writing each post. I expect a post a week, sometimes more often.

Tuesday, March 10, 2009

The glyph shuffle, shamanic version.


3.1 brings a lot of changes. Dual-spec, for example. Personally I'd prefer a Quadruple-spec (Healer PVP, Healer PVE, dps PVE, dps PVP), but I'll take Dual-spec over single-spec any day. When dual-spec hits the "shelves", I'll have at least one of the builds as a resto-PVP build. I'm debating whether to have elemental PVP or resto PVE as my second build.

But it's important that you also get two set of glyphs. Because of that, I'd like to take a closer look at the various glyphs that can be useful to resto builds. For all of the glyphs, I'll rate them either 1 (rarely/hardly useful), 2 (handy), 3 (very handy/critical) for each of these purposes:

  • PVE Chain Heal: Where Chain Heal contributes 90% of your healing done. Mostly translates to 25-man raids, some 10-man and rarely 5-man.

  • PVE Mix: Where you use a mix of various heals and not only chain heal.

  • PVP Arena: Where you'll meet a limited number of enemies who usually are well coordinated, and their objective is to keep you from breathing. Mana is a secondary problem compared to just staying alive.

  • PVP BG/WG: Where you'll meet lots of uncoordinated enemies, and the objective isn't nescessarily to kill you. Running out of mana is a concern.


The newcomers



Glyph of Earth Shield: A straight-foward buff offering +20% more healing on Earth Shield. I'd consider it pretty stupid to take this glyph without also speccing Improved Earth Shield and Improved Shields, as they stack together. Buffs each charge of Earth Shield by something between 300 and 500, depending on spellpower. This is what I'd consider a handy ability for all purposes, but nothing critical for either. Check your recount values. Find how much effective healing Earth Shield provides (discarding overhealing), and multiply the number by 0.2. This is a rough estimate of the increased healing done by this glyph. Score: 2 all around.

Glyph of Riptide: 3 more sec on the Riptide HoT. Each tick of Riptide heals for something between 600 and 800, depending on spellpower. On a non-crit, this increases Riptide's total output by about 11%. on a crit (with Ancestral Awakening), about 8% more output. For this to be useful, the target must actually have less than full health at this final tick, which is 18 seconds after you initially cast Riptide on someone. In PVP, chances are high that you have to overwrite the buff early because you need the instant potion of Riptide right NOW. The glyph doesn't really convince me. There is one redeeming feature, though. Extending the HoT also extends the window in which you can cast Chain Heal on the target and get a 20% buff. But still... meh. Skip this. I'm 90% certain we'll see this glyph buffed sooner or later. A simple +5% crit rate on Riptide would be better, or perhaps "lowers the global cooldown after casting riptide by 0.5 sec". Current version: 1 all around.

Glyph of Hex: Increases the damage a hexed target can suffer by 20% before hex breaks. Similar to Glyph of Entangling Roots and Glyph of Frost Nova. I can't actually see who would want this. In any sort of group PVE, it's in 99% of the cases broken by the tank (often through AoE) and while it's a bit more incoming damage on the tank, it's nothing really bad. After all, by breaking it, the tank is sure to have aggro on it. In PVP I find that the most common reason for hex breaking being the PVP trinket. The second problem is that the target simly runs away, if it has any kind of intelligence between it's ears. With a 45 sec cooldown, it's a poor return for a glyph. 1 all around.

Glyph of Stoneclaw Totem: Shields you when you cast Stoneclaw Totem. According to a poster on wowhead, this shield aborbs 4340 damage no matter how much spellpower you have. On current PTR, the shield amount is unaffected by Earth's Grasp. In effect, another instant heal spell, but with a few limitations. 30 sec cooldown like the totem. Probably range-dependant meaning it stops working if you move more than 30 yards away from the totem. Possibly disables you from using Earthbind Totem or Tremor Totem for the same time the shield lasts without loosing the shield. The bright side is that being a totem, you can use it despite being counterspelled/silenced. It also has the other advantages of shield spells. And 4k extra health on demand isn't such a bad deal. Handy in PVP. There are few cases where I see the need for this in PVE, versus just healing yourself up. PVE: 1. PVP: 2.

The old fellows



Glyph of Chain Heal: Makes Chain Heal hit four targets instead of three. This has two effects. First, it improves Chain Heal's average throughput by 1/14 or 7%, given that it's always a fourth (wounded) target in range. Second, and harder to measure, it provides another target that potentially can proc Earthliving. If you're raiding 25-man (and possibly even if you only raid 10-man), Chain Heal will usually contribute most of your healing done. This will provide a nice increase. PVE Chain Heal: 3. PVE Mix: 2. PVP: 1. The effect of this glyph is further amplified by...

Glyph of Earthliving: Increases the chance to proc Earthliving by 5%. Notice, though, that there are several cases where this does nothing. First, Earthliving never procs if you heal a target at full health. It can proc if the direct heal brings the target to full health, though. Second, with Blessing of the Eternals you will have a 100% chance to proc Earthliving on a target at less than 35% health without this glyph. Finally, earthliving doesn't stack, but merely refreshens the duration of the last earthliving if it procs again on the same target, making it less useful if you spam heals on one target (like the tank). But still... I think this is a rather solid glyph. Most of the cases you will be healing people at between 35% and 100% anyway, and it can proc on any direct heal, making it an work just as well in 5-man and 25-man. It's nice for PVP too, since there's a chance that the last earthliving was devoured/spellstolen/purged/dispelled/whatever. I rate it 2 all around.

Edit: As drug pointed out, Earthliving is a minor part of healing done for a priest mainly relying on Chain Heal. I agree with his comment, there's probably better glyphs for a chain-healer.

Glyph of Healing Wave: Heals you for 20% of the amount Healing Wave heals your target for. I have sometimes, but not every time, experiened that this extra heal triggers even when I'm the target of my own HW. Possibly a bug. Personally, I love this glyph. Since I favor using Healing Wave as much as possible, I rarely ever worry about my own health in PVE groups. In fact, between this glyph and ancestral healing, I often heal area damage without using Chain Heal at all. Of course, it does rely on you using Healing Wave. Since shorter casttime = less chance to be interrupted/kicked/silenced/etc, not to mention higher chance that my target is alive when the heal hits, I mostly favor using Lesser Healing Wave in PVP. However, there are times when I can use this, and I try to maximize those. PVE Chain Heal: 2. PVE mix: 3. PVP BG/WG: 2. PVP arena: 1.

Glyph of Lesser Healing Wave: Increases the amount healed by Lesser Healing Wave by 20% if the target has Earth Shield. This is *the* PVP resto shammie glyph. Don't leave home without it. It both increases throughput and mana efficiency of your most used PVP healing spell, but only if the target has earth shield. More handy in arenas than in BGs, but it is always handy because you can earth shield yourself and spam Riptide -> LHW -> LHW -> move/root until Riptide is ready again for maximum chance of survival. It does have some use in PVE as well, but since Earth Shield will almost always be up on the tank and HW is preferable to LHW as a tank heal if you've got the talents to support it (mainly Imp Healing Wave, Imp Water Shield and Healing Way), it's usually better to stick to HW. However, if the tank needs heal right NOW, he may not have the extra second it takes to cast HW. PVE chain heal: 2. PVE Mix: 2. PVP BGs: 2. PVP arenas: 3.

Glyph of Healing Stream: Increases the amount healed by Healing Stream Totem by 20%. It makes little sense to take this without Restorative Totems. I'm a personal fan of Healing Stream totem in 5-mans myself, as it provides a nice steady return to health for everyone, meaning I can just ignore everyone with less than 2k health missing. However, since it's party only (unless I've been missing something, which reminds me: WTB raid-wide Healing Stream totem), it is significantly less effective in raids, especially 25-man. I rarely ever use it in PVP. PVE chain heal: 1. PVE Mix: 2. PVP: 1.

Glyph of Water Mastery: Also called glyph of 30 mp5, at least as long as you have Water Shield active. A solid glyph if you ever run into mana problems. PVE: 2. PVP BG: 2. PVP Arena: 1.

Glyph of Shocking: Reduces the global cooldown of all shock spells to 1 sec. This one is for the PVPers, especially at higher levels of arena. Of course, it does require that you rely on shocks as a source for interrupts/snares/burst in the first place. PVE: 1. PVP: 2.

Glyph of Frost Shock: Increases the snare effect on frost shock to 10 seconds. PVP glyph without doubt. Without Reverbation, which few resto shammies have, Frost Shock has a duration of 8 seconds and a cooldown of 6 seconds, meaning you technically can perma-snare someone. This is easier said than done, and another two seconds help a lot. But more importantly, pretty much every melee'er who would want to stay on your face beating you have access to some talent that reduces the duration of snare effects by 30%. That reduces the duration of non-glyphed frost shock from 8 to 5.6 seconds, meaning you can't perma-snare someone. With the glyph, this increases to 7 seconds. Like the glyph of shocking, this is a good glyph if you can't find any other for a PVPer. PVE: 1. PVP: 2.

Glyph of Mana Tide Totem: Increases the amount restored by Mana Tide Totem by 1% per tick. It will now restore a total of 28% of total mana instead of 24% of total mana. Last time I checked, Mana Tide Totem was a very low part of the mana restored during a fight, and so I consider this a minor upgrade. However, redeeming trait that it affects all party-members. This glyph provides an additional 20% of total mana across all affected, which isn't bad.

To tell the truth, I don't like this glyph. I don't like any type of glyph that provides a buff to others (versus just your own healing), because the raid might end up forcing you to take it. No, I'm dead serious. Let's now say that Uldar really brings mana troubles for mana users. The raid leader might require that all priests run with this glyph because it helps with the mana trouble. While it's nice that the priest in question can help others, he has to sacrifice a glyph slot which could be used for some other glyph he'd rather want to have. It might cripple his own healing somewhat, while helping other healers.

But min-maxing, it's not a bad glyph for PVE. PVE: 2. PVP: 1.

Recommendations


For a PVE raider relying primarily on Chain Heal, the primary glyph is Chain Heal. Good choices for the last slot are Water Mastery, Healing Wave, Earth Shield, Lesser Healing Wave, Mana Tide Totem or Earthliving.

For a PVEer that relies on a mix of heals, especially in heroics, I'd strongly recommend Healing Wave. If you regulary user either, Healing Stream, Chain Heal or Lesser Healing Wave can make good choices. If neither are too much used, go with Earthliving, Water Mastery, Earth Shield or Mana Tide.

For a PVPer that stick mostly to battlegrounds, wintergrasp and other world PVP stuff, there are a lot of choices. If you have trouble with survivability, go with Stoneclaw, Earth Shield and Lesser Healing Wave. Mana trouble? Water Mastery. Neither? Healing Wave, Shocking or Frost Shock all make decent choices if you rely on those spells. Finally, Earthliving is always handy if you can't find anything else.

For an arena healer, I strongly recommend Lesser Healing Wave. As with BGs, if you have trouble with survivability Stoneclaw and Earth Shield could help you. Depending on what partners you run with, Frost Shock can also be tremendously useful, also in reducing incoming damage because you can slip away from your enemies slightly easier. Shocking is a solid choice if you're good at watching your enemies.

For an all-rounder, Earthliving and Water Mastery might be the best bets. If you use Healing Wave a lot, it's a good glyph, otherwise Lesser Healing Wave.

Monday, March 9, 2009

If you could pick one WoW ability...


... to have IRL, I'd picked Reincarnate. If I could pick two, I'd pick Cleanse Spirit, or any other disease-removing ability next.

Sorry for the lack of posts. Even though I weren't sick that long, work was piled up when I got back. Working on the next post now.

Wednesday, February 18, 2009

Blizz healing spell design philosophy.


New theories incoming, this time about heals.

Basically, I believe all healing spells fit more or less into these three categories:

Baseline aka Bread & Butter: Spells that have a clear defined purpose and are straight forward.

circumstantial: Spells that are better than the bread and butter spells for various special purposes. Most group heals fit in this category.

Cooldowns: Spells that are so powerful and good that Blizz gives them a cooldown to prevent only using them.

Blizzard tries to make every healer use as much as possible of their reportoire. Some spells are much better fit for either PVE or PVP, but they often try to buff the spell for the least used aspect. The baseline spells will be almost garantueed to always have a use. The cooldowns can pretty safely be buffed straight, as the cooldown will limit just how powerful they become.

For the circumstantial spells, though, they follow a different strategy. It can potentially be very dangerous to straight buff a circumstantial spell (as in more healing throughput without adding to mana cost), because you might end up it being completely superior to other tools at disposal for the same purposes. That's what happened to Circle of Healing. They can't balance it by giving it a high mana cost, because the players still will use the spell and then complain about mana. The way they end up buffing these spells are usually by adding secondary effects to them, or give them additional situations in which they might be useful. Adding another situation where the spell shines makes it less circumstantial, as the circuimstances in question show up more often.

Let's take an example, Binding Heal. When it was first introduced in Burning Crusade, pretty much every PVE priest shunned it. While it could outshine Flash Heal in throughput (healing per second), it had no significant advantage in healing per mana (especially compared to Greater Heal) and risked overhealing twice. In serious arena, it was much more common for the enemy team to focus one player rather than split the damage, and it offered no additional benefit to focused damage. Of course, there were occassions where it would shine, but it was very circumstantial. Blizz couldn't straight buff the throughput, as that would've made it put out more single-target healing than Flash Heal. They tried lowering the mana cost, which helped both in PVP and PVE. But since it still was too circumstantial in PVE, they gave it very low threat. That helped. Suddenly priests used it in heroic on threat-sensitive fights, or early in pulls before the tank had proper threat on all mobs.

Fast forward to WotLK. Blizz is talking about changing how healing works. At the same time, they can't mess up too much the existing healing style, as there is no way to garantuee that a new healing style will be better than the old. Read: More entertaining. It's hard to please most of the crowd, impossible to please all.

From the 3.1 preview, it said that holy priests now will have a faster Greater Heal after casting Flash Heal. Fairly unoriginal as it's basically the same idea that they used with both Discipline and shaman Resto end-talents, but it works. It changes Flash Heal so that instead of being a pure bread'n'butter spell (discounting Surge of Light procs), it will also be a circumstantial spell. At the moment, you get the highest throughput of healing as a holy priest by spamming Greater Heal. In 3.1, you will do better alternating Flash Heal and Greater Heal, perhaps Greater Heal several times if a single flash heal will give a stack of buffs (like Tidal Waves gives two faster Lesser Healing Waves/Healing Waves, not only one). In addition, you can also throw in a flash heal early so that you'll already have the buff ready when you need it.

What they do is give spells additional circuimstances in which they'll be better than (other) baseline spells. I offer two observations to Blizz approach in making spell more interesting.

First observation: By adding circuimstances such as the above, Blizz tries to reward planning and foresight. While combat in WoW always will have random elements, most of what happens can be anticipated. At the very least, it's easy to anticipate that the tank will take damage. Then you might also anticipate that he or she's going to take spikes, and that the rest of the group will take AoE damage from the spell the boss mob is just casting. While I think it is a good thing to reward anticipation, it leads to one of two problems. First case, fights might be tuned so hard that the healer is required to be very familiar with the fight in order to keep everyone alive. Second case, fights will be tuned so that it still is possible to improvise and catch up, in which case they might be too trivial for a healer familiar with it. Of the two evils, the second is the lesser and the most likely Blizz will follow.

Second observation: There might be problems at the horizon if you keep adding stuff to existing spells. Specifically, you will "need" to press your cooldown-heals at every possible cooldown to be an optimal healer. That, in turn, makes the healing game feels very spammy, and less dependant on good decisionmaking. Let's take an example, Riptide. For the moment, this spell has all of the following functions:

  • A direct instant heal.

  • A HoT that lasts 15 seconds.

  • A buff to your next Chain Heal with the Riptide target as a primary target which removes the HoT.

  • A self-buff to the caster, Tidal Waves, reducing the casttime of the next two combinations of Lesser Healing Wave and Healing Wave.

  • A chance to proc Earthliving Weapon, a second HoT that lasts X seconds.

  • A chance to crit, thus proccing Ancestral Healing.

  • A chance to crit, thus proccing Improved Water Shield.

  • A chance to crit, thus proccing Ancestral Awakening.



Pretty hefty list for a single spell. Why is it so long? Blizz has more or less stated that they considered it a problem that every resto shaman in a raid did nothing but spam Chain Heal all day. They wanted to buff Riptide so that it was worth the GCD to cast it for a resto shaman. In the process of buffing it (which also included buffing it's direct throughput), they added a lot of circumstantial reasons to use it. Now it is almost at the point where I feel that I need to cast it as often as I can while healing 5-man heroics, provided anyone in the group have taken damage. Holy Shock is very similar in the regard that it also has a lot of circumstantial effects attached to it.

The bottom line, I think we'll see even more of the circumstantial stuff for healers in the future. Consider the healer abilities in the Aces High daily, same as the last phase of Malygos.

(By the way, sorry for the lack of posts. Like WoW, a blog's priority is well behind both job and private life)

Thursday, February 5, 2009

The healery arts of bursting


Pretty much every healer have the potential to put out some burst damage on demand. There will be moments in both PVP and PVE where this is handy. Mostly in PVP, of course, where the ability to burst down an enemy can be viewed as healing saved. But not exclusively, there will be times in PVE when bursting is handy. For example if you pull aggro on some add and it is mostly dead already or have low health, or on bosses which have vulnerability periods in which every point of damage counts. Take the Headless Horseman, to take an example a lot have experienced.

The main difference between bursting in PVP and PVE is the risk of getting counterspelled/kicked and thus getting that school of magic locked out. This is only a serious problem on your healing school (holy or nature) and only on spells with a cast-time. Actually, it's often an advantage to get your non-healing spell school locked, because whoever blew that cooldown can't immidiately counterspell you again. In both PVP and PVE you risk getting your casttime extended by damage taken for non-instants.

For all of the bursty combinations, you want to maximize the damage output for the given amount of time. The question is, how much time do you have? You can make several combos depending on how much time you have at your disposal. There's also an advantage to put an instant at the end of a chain, because it hits the same moment as the cast-time right before it, and the global cooldown triggered doesn't "count" towards the time the combo takes. In PVP, many enemies will hit defensive cooldowns if they take incoming serious damage. By making the damage hit at the exact same time, they won't have time to react between the nukes.

I ignore spells with long cooldowns. Though you can get a nice burst as a shaman by for example using Nature's Swiftness and Chain Lightning, you usually want to save those for other purposes.

Priest


A quick and safe 1.5 sec combo is Mind Blast -> Shadow Word: Death. If you don't risk getting counterspelled, Holy Fire -> Shadow Word: Death will probably yield better damage for a holy or disc-specced priest, at a lower mana cost.

You can of course drop both for a twice as long combo, Holy Fire -> Mind Blast -> Shadow Word: Death. I like using Holy Fire first because it packs a dot, slightly longer cooldown and better damage if you can't finish the combo.

If you're discipline, you also have the option of dropping Penance into the fray, of course based on the assumption that you don't immidiately need it for healing. If you're holy, pray for a crit and drop an instant Smite in there.

All in all, priests got pretty good burst potential, and at a neat 30 yard range. Use it well.

Druid


Druids are lacking in the bursting department. First and foremost, the problem is that to deal any kind of damage (except Thorns) you need to shift out of tree form, which means that the mana cost of the combo is sort of increased by the mana cost of shifting back to tree form.

The next problem is their spell selection. I don't assume any healer specs Starlight Wrath. Starfire deals decent damage and doesn't include any risk of counterspelling, but at a 3.5 sec casttime. Wrath deals pretty low dps without serious talent investment into the balance tree, risks counterspelling, and still has a 2 sec cast time. Moonfire deals very abysmal damage compared to it's mana cost when only looking at the instant part.

There's always the option of Moonfire spam, which has the advantage of being only instants. However, mana cost and low dps doesn't make it a too powerful burst.

The only option they have is to chain Starfire -> Moonfire or Wrath -> Moonfire depending on how long time they have.

All in all, druids are seriously lacking burst potential, in my opinion.

Shaman


Shammies have some interesting options. First and foremost, Lava Burst is a garantueed crit as long as the enemy has Flame Shock on them. Lava burst deals better damage at a significantly lower mana cost than Chain Lightning, even without Flame Shock present. In addition it's handy that it's not from the nature (healing) school, in case of counterspells. Like Lightning Bolt it has a travel time, which can be both a blessing and a curse.

The special thing about shocks is that they share the same cooldown. In PVP, if you *need* your enemy snared (Frost Shock) or the shock cooldown ready to interrupt a spell (Earth Shock or Wind Shock), you won't have the option of chaining Flame Shock into Lave Burst. In PVE, you might often be better of using Wind Shock to reduce aggro rather than use it for a nuke. There's also the problem with range, 20 yards (barring gear bonuses) rather than 30 yards on cast-time nukes.

All in all, there's a lot of different combos for different needs.

First, let's look at Flame Shock -> Lava Burst. Since you have to wait for global cooldown after the first, the combo takes 3.5 sec, barring haste and interruptions. While Lava Burst is a garantueed crit, without Elemental Fury it's only a 150% crit, and the initial hit from flame shock is nothing great. In effect, while handy, this isn't a superior combo. The redeeming trait is that you only need to stand still to cast in 2 of those 3.5 seconds. Glyph of Shocking reduces the time of this combo by 0.5 sec.

If you spend 4 seconds, you can chain Lava Burst -> Chain Lightning -> Earth Shock. Frost Shock at the end deals a bit less damage, but snares if you need that should the combo fail to kill. The advantage of this combo is that Lava Burst have travelling time while Chain Lightning and Earth Shock hit instantly, meaning they can hit in very short amount of time (<0.5 sec), giving an enemy player very little time to react, provided you're at max shock range. If you're in melee, this isn't such a good idea. Of course, there's the risk of getting Chain Lightning counterspelled. Just Lava Burst -> Earth Shock is a quick and safe combo, in the sense that you can't get nature counterspelled.

Given the nature of Lava Burst, the best option for bursting is setting up a killer combo by casting Flame Shock earlier, then load up a double or triple nuke so that you get a second shock in. This is easier said than done in PVP, slightly less so in PVE.

Paladin


Since pallies lack any casttimespells, their nukes are limited only to the instants they have. The interesting part is that Judgement of Justice (or any of the other judgements) is off the global cooldown, meaning you can that and another instant in at the same moment. Seal of Righteousness is probably the seal that causes the best damage on jugdement for a holy pally. Enlightened Judgements give judgement a lot of range, in fact more so than most other offensive spells in the game.

The primary nuke is Holy Shock, which has a few disadvantages. Only 20 yard range, for a start, and the fact that you might need it for healing rather than damaging. The bright side is that you probably have a fairly good crit rate on this, and using it with Divine Favor still grants the instant Flash of Light when used offensively, thanks to Infusion of Light.

Chaining Holy Shock and a judgement gives a fairly good nuke, and is completely instant. From 3.1 you can also throw in Exorcism, which will then be usable on all targets rather than just demons and undeads. See here for more details if you missed the change.

Last words


I believe Blizz doesn't dare to give druids a baseline high-damage, low cooldown ability like Holy Fire, Mind Blast and Lava Burst because they're afraid that it might make druids overpowered in PVP (again).

Wednesday, January 28, 2009

Why do we play?



As a parent, I'm reading quite a lot of child psychology, especially Alfie Kohn for the interested. The interesting part of it is that a lot of the psychology that turns up there aren't limited to children, or can be easily ported to the rest of the population as well.

One of the most interesting topics I've come across, both with Alfie Kohn and other sources, is motivation. I'd like to take a look at motivation in WoW with the insights I've come across there.

First, some background. While I may not use the exact same words, psychologists speak of internal and external motivation. The internal motivation is the motivation to do something for the it's own sake. The classical school example is a pupil that suddenly realizes a connection in mathematics, and desires or even aches to learn more. Then there's the external motivation. That's when you have some other reason to do something, and you're not nescessarily interested in doing whatever you do for the sake itself. Classic example continued: A teacher stands behind the pupil, watching him, and telling him "Good job" when he does something good, thus the pupil wants to do more math exercises (not nescessarily learn more) to keep hearing the teacher saying "Good job".

According to the theories I've read and what I've experienced, external motivation kills internal motivation. If you do something for fun, and someone starts giving you money to do it, chances are great that you'll now view it as a job rather than an interest. That's not saying you can't have internal motivations towards a job. What matters, in my mind, is your view of the task at hand. Do you do it because you want to do it, and payment is just a nice side effect, or do you do it to get the payment? If you fall into the latter category, you'll easily find yourself hating your job, or at least looking forward to job is done or the weekend.

Now, let's take a look at WoW. Internal motivation could be doing quests because you're curious what will happen or find the story interesting. External motivation is doing quests for the rewards only, to the point where you never really read the quest text. Internal motivation could also be exploring for the sake of itself, while external could be exploring to get an achievement.

WoW has so many ways of external motivations that it's almost silly. XP/Level, reputation, gear upgrades, money, titles, various mounts and pets, and achievements. My theory is that if you focus on these things, WoW will be less entertaining for you, raiding will feel more like a job than entertainment, you're much more likely to suffer burnout and so on. I used to skip every quest text through second half of vanilla WoW. Now I read every quest text, book, readable quest item and dialogue carefully, to absorb as much as possible of the story.

That is not saying you can't have fun with achivements. But if you do an achivement just to get +10 achivement points, that's possibly a bad sign. Do it because you find it entertaining, or just have fun with a random achivement popping up now and then without intentionally hunting them.

Still, there's a big playerbase, and a lot of them *are* motivated by external motivation. What keeps them back? I've got a theory of that as well, though I didn't invent that either. The general idea is that addiction is often caused by the enviroment rather than the thing you're addicted to itself. Translated: Many people who are addicted to WoW feel that their lives are lacking in some way. Thus, the sympthom of that is that they've developed an addiction to WoW, even to the point of playing when it feels like work. The actual cause is in their actual lives. Taking away WoW doesn't solve the problem, only removes a sympthom.