Showing posts with label paladin. Show all posts
Showing posts with label paladin. 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, November 1, 2010

Ding 80 nr 6 and NaNoWriMo

I dinged 80 with my paladin Tirvin yesterday, and hit 450 Alchemy soon after. I have a lot of stuff I could write about it, but I've decided to make an attempt at NaNoWriMo. I suspect the demands for writing far exceeds what I can do, but I'll still take a shot at it.

My November posts will all be my story, not the usual WoW-related stuff. The story itself is not WoW-related at all.

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

Something happened to the mob/level formula...

In my mind, orange mobs are hard. Like, your attacks barely dent them, while they crush you all the time. I'm currently repainting that picture.

While leveling through Northrend with Tirvin (my second pally past 70, by the way), I'm just having such an easy time it's getting silly. At level 71, I soloed Sarathstra for the quest Sarathstra, Scourge of the North. It was a level 75 elite, originally intended for a 5-man group. I was never even remotely in any danger, and killed her without using a single cooldown. The self-healing from Word of Glory kept me up with no trouble at all. In fact, I only spent about every second Holy Power dump on Word of Glory, the others went into Shield of the Righteous.

I did less dps than I could do with yellow mobs. However, my damage was much less reduced compared to what I remember from pre-4.0. Part of that may be because I had a decent amount of Vengeance all the time, but I didn't notice a lot of glancing hits. Similarly, I took much less crushing blows than I used to.

I tested it with other higher-level mobs too, and nope, they weren't really dangerous at all. At 72, I pulled groups of four lvl 75 mobs at a time in Grizzly Hills. With that many mobs, I was starting to take about as much damage as I could self-heal without cooldowns. If it weren't for the level requirement to pick up quests, I'd be in far higher-level areas already.

I'm also taking this opportunity to do some other quests I've skipped with my 5 other 80s. With all of those, I focused on quests that would get me reputation with the Northrend fractions. This time, I don't need to bother with that. In a month and a half, the reputation in Northrend will have very little to say, unless you're an achievement collector.

I'm looking forward to a lot of cool quest chains in Grizzly Hills. Just dinged 73 last night when I finished Battle for the Undercity. It's rather cool, and since it'll be gone in 4.0.3, I took the opportunity to do it one final time. Sylvanas and Thrall are just badass!

I'm looking forward to see how badass Baine Bloodhoof will be in Cataclysm.

Tuesday, October 19, 2010

"Anyone else thinks paladins are overpowered?"

The quote above was said in party chat when I was tanking Utgarde Keep yesterday.

I hadn't played for several weeks when the patch hit. I went online and started fixing glyphs for all my characters... I'm fairly certain I made more than 100 glyphs with Ayeba, my druid. Fortunately, I had a lot of materials stacked up. Sadly, I lacked several key glyphs, but every glyph I could make myself saved me a lot of gold. If I'd been greedy and not so lazy, I would've sold glyphs with my mats instead of making them for myself.

After I had fixed up glyphs and talents for all my characters, I still lacked key bindings and macros. I was not sure what to do. What was there for me to do? I don't raid, PVP was a tad broken, I didn't need anything... so I decided I could spend time leveling my paladin which have stayed at 62 for more than a year. I figured it also gave me a good opportunity to test out the new holy power change.

Three words on my personal feelings of the new system. "I" "LOVE" "IT". I never managed to really enjoy the old paladin mechanic, but this... this is just awesome. While the system needs some polishing and possibly rounding off, it is a much, much better framework than the old system.

Retribution


I tested Retribution for some quests and one instance. The system felt much more interesting than it did before. No more just cooldown-smashing, now I actually had to watch out for procs (Divine Purpose) and use different attacks based on what I was doing, primarly deciding between Templar's Verdict and Divine Storm as a holy power finisher, occasionally using Word of Glory for self-healing. I expect it to get even better at 70 when I get Mastery Hand of Light and at 71 when I get Inquisition.

My biggest problem was that I lacked some sort of way to keep track of Holy Power without looking at the top left corner of my screen. I searched and tested a few addons, and decided that the one I liked best was Class Combo Points, positioned right below the center of the screen (just edit frame.lua and set cfg.pointx = -70 instead of the default value of -150.

In other notes, Long Arm of the Law was a great distance closer. Okay, not as great as Charge, but I also (ab)used it to run away and to move fast in instances by judging distant mobs and critters. The Art of War was not in itself dramatically different (except it no longer allowed healing, but I got that from Word of Glory instead), but the visual proc made it a heapload better. Thanks, Blizz!

I felt retribution was much better now than it ever was before. However, I'm not sure that it sails up as my personal favorite dps spec, even so. But as long as it's not gravely annoying, I'm all good. After all, the reason I want to play a paladin is to heal and tank primarily.

Protection

Okay, protection was just so much fun I had trouble controlling myself. The reason I didn't like it before was that it felt awfully... static. It was just a very locked rotation.

In a way, it's still locked, but there's so much more choices and versatility in it now than earlier. The locked part is the 3 sec cooldown of Hammer of the Righteous and Crusader Strike (Ignore the tooltip, both have 3 sec CD as protection). 3 sec CD means you can use it every second GCD, and in most cases, you should. It provides good threat, gives a point of Holy Power, has a chance to reset the cooldown on Avenger's Shield, and deals a decent amount of AoE damage as well (in the case of Hammer of the Rigtheous).

However, there are still circumstances where I decided not to use it every second GCD, such as when I needed to both dump Holy Power into Shield of the Rigtheous or throw an Avenger's Shield. And it felt like I wasn't seriously punishing myself doing that.

Speaking of which, Avenger's Shield is completely awesome. I love having it as a proc, since it hits like a truck, particularly considering it can hit 3 mobs. Part of the reason I love it is the new power auras which display when I've gotten a proc. The silence effect is a welcome boost as well. I still think it's a bit ... ehm... cheesy, for lack of a better word, but I guess I can live with that.

There's also another proc available, Sacred Duty. For some reason it doesn't show up in the Power Auras, most annoying. It's also much more passive... it rarely changes the way I use my powers. The only exception might be if I have 2 holy power, and Hammer of the Righteous, Crusader Strike, Judgement and Holy Wrath are all on cooldown. Then I might consider dropping a 2 HP guaranteed crit Shield of the Righteous on my target... otherwise, I'd just use another ability and wait for the 3rd Holy Power. In fact, I decided to drop the 2 points in the talent in my latest respec.

I have almost never had any trouble with mana while tanking since the patch. There have been a few exceptions, but as long as I remember to Judge and keep Holy Shield up, I'm usually good.

Now, there's one thing I don't understand, but don't complain about. I am doing so much dps, while tanking. I managed to tank an entire instance once forgetting to buff myself with Righteous Fury, just because I dealt so much damage. I mean, I was at 2k dps at lvl 68 in Utgarde Keep, while the dps (lvl 68-71) were below 1k on trash mobs. On bosses I was still above 1k dps, unless I spent all my HP on self-healing. And I'm not even very well-geared for my level, still having several green pieces from low-level Outland quests and no enchants. On every single instance in Outland I've topped the dps charts, usually by a wide margin.

Speaking of self-healing, casting Word of Glory on myself with Guarded by the Light and Divinity yields a massive amount of healing done. It heals for about 2-2.5k/holy power at level 68, and it can crit, healing me above full health. Unlike percentage-based heals (like Death Pact and Enraged Regeneration) it will probably be much less powerful at level 85, but at this level it's just too awesome, particularly since I can throw out one every 9 seconds. After a Shattered Halls run, I found that I missed some quest mobs, so I went back to kill them after the last boss was downed. Only a hunter went with me, and together we took down packs of 5 mobs (the gladiators with a single centurion), with the only source of healing being my own. With careful pulling, I'm sure we could've taken the entire instance that way, possibly not including the bosses.

Conclusion: I've really enjoyed paladin tanking, so much more than before the patch. I really look forward to lvl 82 when I can get Pursuit of Justice in my tanking build, too.

Holy

I respecced from Retribution to Holy and healed an instance with it, having only about 50% of my gear as healer gear. Fortunately, the tank didn't take too much damage, so I was good. It gave me a chance to test out the new holy power system here too.

I won't go into too much details since I've got much less experience healing than tanking so far, but the impression is that it rocks. Much more dynamic, way much more mobile. When Daybreak procs, I can ften throw out two Holy Shocks and a Word of Glory in rapid succession while moving.

Unlike most other Holy Power dumps, Word of Glory scales linearly with holy power, while Shield of the Righteous, Templar's Verdict and Divine Storm scales semi-exponentially. It means that it is not necessarily a bad idea to throw out a 2 HP Word of Glory if that's what you need to top off someone, while throwing a 2 HP Templar's Verdict is a guaranteed dps loss.

I will probably at some point (probably at 85) to test out a Holy DPS build, based on Blazing Light, Enlightened Judgements, Infusion of Light, Crusade, Speed of Light (from the beta, where it provides 3% haste), Judgements of the Pure, Conviction, Rule of Law, Divine Favor and primarily Denounce. Paragon of Virtue will also be handy to use Avenging Wrath more often. All holy power will be dumped into Inquisition. As you can see, there are quite a lot of talents that can improve holy dps. The Glyph of Exorcism and Holy Shock and either Judgement or Divine Favor are natural selections here.

I see three problems with such a spec. The first is mana. While Exorcism is fairly cheap with Denounce (7.5% base mana), with no mana returns except Divine Plea (which should be glyphed) and Lay on Hands (which should be glyphed not once, but twice), you might run dry during a long battle. Of course, you can stack Spirit since you still have Meditation.

The second problem is range. Holy Shock has a mere 20 yards reach, and there are no talents to improve that. However, it's just annoying, it's not critical.

The third and most important is boredom. The rotation is just boring. The instant Exorcism proc from Denounce doesn't change anything in the rotation, so it's just spam Holy Shock on cooldown, spam Exorcism else and use Judgement to keep up the haste buff. If Judgement deals enough damage, it can be part of the roation, but so far it seems it doesn't.

Edit: lack of AoE...

Outland in 2 days

I blazed through Outland (admittedly, from lvl 62) in two days. Most of the time in instances, and I know that's suboptimal for leveling once you've expended your rested XP.

During that time, I also achieved Revered with Sporeggar to get Transmute Primal Earth to Air, skilled from 330 to 350 Alchemy and grinded 4 Primal Air for the Primal Might I need for Master of Transmutation. Fortunately, I had plenty of Primal Earth and Primal Fire on my bank alt from mining with other characters. I ended up buying the Primal Manas from the auction house, since they cost only 7 gold a piece. The primal air, on the other hand, cost 45 gold each, and a primal might cost 180 gold.

During my grinding of Primal Air I killed a lot of level 71 mobs, at level 68. I was not even remotely in danger at any time despite having two or three mobs on me, and they went down fast! Protection is just an awesome spec for soloing as well, possibly more so than before.

Serious surgery incoming

I've decided to pay the money to change race on my paladin from Blood Elf to Tauren, once that becomes available. I just like the tauren paladin theme a lot more, and I really like taurens. Too bad their racials are strictly worse. At least I get the benefit of Cultivation.

I am already renaming the paladin abilities in my head to better suit the new theme. Guarded by the Light can be Bathed in Sunlight.

A candidate for very illogical naming...

One thing I've thought of. The talent Protector of the Innocent. It heals only the paladin himself or herself. Does that imply that the paladin is innocent? Bah, yeah, right. How many mobs have you killed during your level up, mister of-so-innocent pally? How many of those have not been a threat to anyone, and have just minded their own business until they were attacked?

It can also imply that the paladin is the only innocent, since it doesn't heal anyone else. Even worse...

I can see an interpretation where the paladin need to stay alive to help others, in effect, the innocent, but it's not a good way to base the naming on. You could rather name it Dancing in the Light or something like that. For my tauren paladin, this talent will be something like Walking in the Sun.

Monday, October 4, 2010

What I don't like about the paladin theme... don't read if you're easily offended.

I've never really had a paladin as my main. However, I've tried three times. The results are an belf 63 pally on my home server, and a dwarven 30ish paladin and a belf 80 paladin on two other servers.

I've run into two problems with paladins, time and again. The first have been that the playstyle of protection and retribution have been incredibly boring. It looks like that's going to change in Cataclsym.

The other problem is the very theme of a paladin... protector of the innocent, bringers of pure light, yada yada, self-righteous bastards. I don't like the concept much. Part of the reason is of course that I hated paladins as horde during classic. Old habits die hard.

When Blood Elves could be paladins, it helped a lot, since the idea was that belfs just (ab)used the power for their own, egoistical purposes. A concept I can much more easily relate to. However, they use the same names for their spells. Hm... perhaps if I just renamed them for my own benefit?

I'd like to briefly tell you what I don't like about the theme. I may step on, probably even stomp on, some toes here.

The concept of paladin reminds me far too much of the middle-age Catholic Church. And from history, that lead to a lot of bad stuff. The worst part of it was when people with no conscience used people who only wanted to do good as pawns for their plans.

Take the Crusades, for example... lots of good people died, an even greater number of people got abused, and a small number of people reaped a lot of benefit from it, with malevolent intentions from the very beginning.

I also firmly believe that humans are creatures controlled by hormones and chemicals. There's a saying which I'll rephrase from memory: "A man is only rational for a total of about one hour each day." It captures what I believe in.

Yes, people want to be rational, but most of the time, they aren't. A lot of people are prepared to rationally accept a life in celibacy. However, most people will eventually fail because their very genes constantly urge them towards reproducing. When they succumb to their desires, since it is not openly accepted, it must happen in secret, and often lead to very tragic fates on the other end.

I believe in open communication, for a lack of a better term. Being open to communicate with others are the very premise of any working relationship, both between family, lovers, friends and enemies. In the case of enemies, a "working relationship" may be seen as a state in which you respect each other's borders, even if you don't like the other side.

There still need to be work beyond having open communication to actually make a relationship work. However, if you fail to communicate, the relationship is almost guaranteed to fail. Many live constantly in failing relationships, and it works because one side is dominating the other. For any sort of relationship where the two sides want to be on equal terms, communication is the key.

If you feel offended after reading this, I'm all open for discussion.

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...

Friday, March 12, 2010

Pally vs DK tanking

...and to a lesser extent, druid tanking. I've tanked a lot of instances on my way to 80 with my paladin. While some things change when you go from taking "normal" instances to heroics and raids, the general "feel" of the class remains the same. The way you tank. The rotation. And to some degree, whether you like it or not. If you hate your tanking class in raids, chances are rather overwhelming you hate your tanking class in 5-mans too, and the other way around.

Now, assuming you like to tank, you should also be comfortable with the tools for the job. The four tanking classes each tank in a different way. If you don't like the way your tanking class tanks, you're probably not going to perform as well as you could otherwise. I don't like the current implementation of druid tanking, and I'm fairly certain I became a better tank when I switched to my DK for tanking instead.

I won't say anything about effective health, and very little about mitigation and avoidance. This post is not aimed towards the all-high elitists who will switch tanking class if the other has 5% more effective health or whatever. Besides, I lack the time to invest into the theorycrafting necessary for that kind of analysis, and the experience to be able to talk from an empirical point of view.

Resources


Resource management

I assume you have a basic understanding of the resource systems available in WoW. But, veeery quickly; DKs have a dual-resource system of runes and runic power. Most abilities cost one or more runes. Each rune expended will refresh itself after 10 sec, sometimes less. All rune attacks generate runic power. Some abilities cost runic power to activate.

Because of the nature of the runes and runic power, DKs have the exact same resources available to them no matter what kind of content they're tanking.

Paladins use mana as their resource. No tanking gear has intellect on it, so a paladin only has the base mana pool of their class, modified by Arcane Intellect, Mark of the Wild and Blessing of Kings, depending on the raid setup. They burn through mana rather quicly, and have a three major ways to regain it. First, they regain mana constantly with Divine Plea, which with talents have a constant uptime as long as you're fighting. It is affected by int buffs. Second, they regain mana when they block, dodge or parry an attack, as long as they've buffed themselves with Blessing of Sanctuary. Since it also grants -3% damage taken, it's a very bad idea not to buff yourself with it when tanking. Third, they regain mana by being healed.

The mana gained from Divine Plea is near constant, no matter what content you're facing. It's only affected by buffs, so usually a bit higher in raids than in 5-mans because the chances that there's a mage, druid, and several paladins increase the more people there are. The mana gained from Blessing of Sanctuary is much higher when tanking multiple mobs than a single mob. It is about the same when facing a single raid boss and a single 5-man boss. The mana gained from being healed depend on how much healing you need, so it is much higher in raids than it is in 5-mans.

Druids (and warriors) have a rage system which generates rage on hitting and being hit, and depend on how much damage they take. Thus, they generate a lot more rage in raids than in 5-mans.

It seems to me that Paladins are balanced around having infinite amount of mana available, and druids and warriors are balanced around having infinite amount of rage available, when it comes to raids. Unfortunately, it means that sometimes the three tank classes will go around mana/rage-starved in 5-mans, especially if they're overgearing the content. Less problem now than what it was, but it's not unheard of of paladin tanks to take off some of their armor when tanking 5-mans, to regain enough mana to get the job done. Ever seen a pants-less paladin? Not to be confused with a pantsy paladin.

Resources vs cooldowns

The nature of the rune system means DKs can't spam the same attack times and again. They will (in most cases) run out of at least one type of rune after 2 consequensive attacks. That means that their rotation is primarily limited by the resources, namely the runes, and almost no attack used in their rotation has a cooldown. There is one notable exception: Death and Decay has a cooldown. It's rather annoying, too, in my opinion, because the minimum cooldown of 15 sec talented doesn't fit with the 10 sec rune cooldown, meaning you have to hold back some runes if you want to cast it on every cooldown. A "simple" fix would be to use it every 20 sec instead of every 15 sec, but sometimes (like Halls of Reflection) you need it RIGHT NOW.

On the other hand, both a rage and a mana system allows a character to hit the same attack several times in a row. In fact, were it not for cooldowns, most tanks would be spamming the highest-threat ability all the time. Imagine a tank spamming Thunderclap or a paladin spamming Hammer of the Righteous against AoE packs. To avoid that, all of a paladin's attacks have a cooldown attached to it. As far as I've understood, the ability is put on cooldown even if the attacks fails to connect. In most cases, a paladin tank just have to worry about managing these cooldowns with a proper rotation, and can safely ignore the mana issue. However, tanking low-level stuff and content you overgear tends to make you bang your head into the keyboard for lack of mana all the time.

Druids (and warriors) have a similar design, however, both have a "basic attack" they can spam to no end (Sunder Armor / Lacerate). All other attacks have cooldowns. To avoid tanks spamming their basic attack all the time, all other attacks available to these tanks generate higher threat, and should be prioritized.

Rotation

Paladins, with their cooldown-based tanking system, have a true rotation, dubbed 96969. It comes from the fact that if you use the abilities in the wrong order, you end up having no abilities not on cooldown somtimes, while at other times several abilities refresh from cooldown at the same time. To avoid that, you alternate between six-second cooldown moves (Hammer of the Righteous and Shield of the Righteous) and nine-second cooldown moves (Holy Shield, Consecration and Judgement). There are no real nine-second cooldown abilities, all the mentioned have 8 sec (talented) CDs. However, if you alternate these with the six-cooldown moves, you generate max threat, and they sort of "work" like they were on a 9-second cooldown each.

The rotation is so strict that you could create a macro for it. However, any tank worth his or her salt should do it manually, because the various attacks have different priority depending on the situation. For example: Hammer of the Rigtheous hits several targets, and should be earlier in the rotation than Shield of the Righteous against multiple enemies. However, against a single enemy, SotR outthreats HotR. And so on.

Druids can also have a true rotation, at least on single target fights. Highest priority is... Feral Faerie fire, ironically enough. At least last time I checked, it provided the most threat, and for the cheapest price... for free. But most use Mangle, which activates some idols and applies the debuff. All free global cooldowns should be filled with Lacerate.

If you don't put talents into Mangle, the rotation is simple; Faerie fire, Mangle, Lacerate, Lacerate. If you put talents into Mangle, there is no longer a rotation, but a priority queue: Mangle on every cooldown, Faerie fire if it's up, otherwise Lacerate. Reason: If you give priority to Faerie Fire then Mangle, both will come off cooldown the same moment, so you don't get any benefit from talenting Mangle at all. Macro Maul to activate on all the mentioned attacks.

On AoE fights, you just hit Swipe every global cooldown. If you have a single mob you need to keep sticking to you, mix in a Faerie Fire, Mangle, or both, betwen the Swipes. That makes them different from paladins: They need to choose either to generate max single target threat or some AoE threat. Paladins just use the same rotation regardless of whatever is hitting you, with the possible exception of adding Holy Wrath against multiple undead or demon mobs.

A DK doesn't have a true rotation. "True" as in you know what button you're going to hit every global cooldown. They have more of a priority system. Knowing what to hit every GCD is a matter of knowing how your abilities interact with each other, assessing the current situation, and knowning what resources you have available... in effect, which runes are off cooldown. I'm not planning to write a "DK tanking 101" now, if you want more details, have a look at Gravity's excellent site pwnwear.com.

The short version is that you have a priority like this:
  1. Keep diseses up on all mobs.
  2. Spend your runs whenever they come off cooldown to generate as much threat as possible, on the targets you want threat on. That's a bit messily written, easier with an example. Let's say a blood rune comes off cooldown. Do I want to spend it immediately on single-target threat (Blood or Heart Strike, depending on spec), AoE threat (Blood Boil), wait for a frost and unholy rune to throw down a lot of AoE threat (Death and Decay), or refresh diseases on all off-targets to avoid them falling off (Pestilence)?
  3. If all runes are on cooldown, spend Runic Power, but only if I have enough to spare that I won't be starved when I need Runic Strikes.

Runic strike deserves a special note. It is not an instant attack, but an "on-next-melee-hit" ability, like Maul and Heroic Strike. It's usually macroed to every single attack, for ease of convenience. I think it was designed to let DK tanks put their spare runic power to good use, rather than just let their runic power be capped at 100% all the time. Unlike dps, a DK tank's rotation must be adjusted to whether they hit or not. Many aren't hit capped, and even if they are, bosses parry, dodge and block a lot of attacks from the front. Since rune attacks have higher priority (since they do more damage) than runic power attacks, DK tanks don't usually have any GCDs to spare to use runic power attacks at all. Anyway, no matter what the original design was, Runic Strike is vital to generate max threat, and should be used as often as possible.

When I explain it like this, DK tanking sounds really hard. It is certianly harder than druid tanking, but then again, bear tanking rotation is so easy it's trivial (flame me a comment if you disagree). Any addon that shows the status for each rune will make the job a lot easier. I can't say if it's harder than the paladin rotation or not. For the moment, I've got far too much training in DK tanking and far too little in paladin tanking. I find DK tanking to be really "logical". At least after it was cleaned up, each DK ability has it's spesific use, and it's woven really well together. Compare that to paladin, which is much more "brute-force"; No abilities depend on each other to do increase threat, like most of a DKs abilities depend on having the diseases on a target. You just hit the attacks in the order of whoever generates the most threat, with the notable exception that Holy Shield has highest priority because it also adds in mitigating incoming damage.

Keep it up, buddy

All the tanks have some abilities that must be "kept up" in some way.

A DK needs to keep up diseases on all mobs all tanked mobs all the time. Besides threat, it provides the -20% attack speed debuff that reduces incoming damage. In addition, they need to keep up Blade Barrier all the time, a talent that reduces all incoming damage by 5%. Keeping it up is actually really easy; Just spend runes. The buff is refreshened each time all blood runes (and death runes from the same blood runes) are on cooldown. So if you just attack more or less normally, it will be up almost all the time.

A paladin must first and foremost keep up Holy Shield, to increase both threat generated and mitigation. In addition, they want to keep up Divine Plea as much as possible, since it provides them with mana and -3% damage taken glyphed. It is a bit special; as long as they're hitting something, it's up. It fades if not fighting for 15 seconds, but can be buffed up again immidiately again if it's been at least 1 min since it was last "started". In practice, on boss fights there is very little a paladin can do to prevent it from running out if there's a break in the fight. Finally, to generate max threat and dps, they want to keep up the stack of Vengeance from Seal of Vengeance/Corruption all the time. However, as with Divine Plea, there is very little they can do to prevent it from falling off whenever the boss is not in melee range, such as when it's flying, submerged, the tank needs to run away, etc. They also want to keep up Vindication, but it's virtually impossible not to keep up as long as you're fighting a mob.

A druid must keep up Demoralizing Roar by refreshing it every 30 sec or more often. They also want to keep up Faerie Fire and the Mangle debuff to increase threat and dps for all physical dps in the raid. Both are pretty easy to keep up, as they're a part of the core rotation. Soon, it'll even be even easier since Mangle will last for an entire minute in the next patch. Finally, they want, to a lesser degree, to keep up Lacerate. While it's handy for personal dps, it's not deprimental to threat if they lose it, as the instant portion of Lacerate generates a ton of extra threat, while each tick of Lacreate generates 80% less threat than the damage should imply. Thus, it's sort of "handy to keep up", but not vital.

Stickiness

It's of course vital that a tank can keep aggro when he wants to. Short version, if they're doing their job correctly, any tank can hold aggro. If they can't, then they're doing something wrong, or Blizz will most likely buff them very soon. However, there are some notes on differences in how they generate threat.

Mobile threat-generation

Druids have no "stationary" way of generating threat. They can move and generate full threat, provided they remain in range of their targets all the time.

DKs have one stationary threat move, Death and Decay. It's a more or less vital part of the initial pull on multiple mobs, but it's not vital after that. As long as they've got diseases ticking on all mobs, they're pretty mobile as well. Most DKs doesn't use Death and Decay after the initial pull, instead spending runes on Blood Boil because they don't have to "save" runes to wait for one rune of each type to be ready.

Paladins have a very stationary threat move, Consecration. In addition to being stationary, it is always cast on the feet of the paladin, as opposed to Death and Decay which can be targetted on the ground anywhere within range. To make matters worse, it has a pitifully low radius. And finally, it's the only way a paladin has to generate guaranteed threat on more than 4 targets. The other three ways of generating AoE threat have limited targets. Hammer of the Rigtheous is limited to the primary target and 2 (or 3, glyphed) more targets, which seems to be picked semi-randomly from the close mobs by the server. Avenger's shield works on the exact same principle. Holy Shield requires a mob to actually hit you when you're blocking, and there's no way to guarantee that a given mob will hit you often enough that it will remain on you. Good thing for them that paladins have so much taunting power. More on that in a moment.

"Your mother!"

All the tanks have a single-target taunt on a 8 second cooldown. The paladin version is notable for also generating a fair bit of damage (around 1-2k on a new 80), meaning it's much more likely that the mob will stick to you.

In addition, a druid has Challenging Roar, which taunts all mobs within 10 feet and sticks them to you for 6 seconds, on a 3 min cooldown. Very powerful stuff. 6 seconds is half an eternity in a crisis situation. Warriors have the exact same ability.

Paladins also have another taunt on a 8 sec cooldown, Righteous Defense. Instead of taunting a mob, it taunts up to three mobs targetting the friendly unit you target. Use it with a macro and target=targettarget, and it taunts the selected mob and up to 2 others targetting the same ally. Incredibly handy. On the other hand, since a paladin tank usually isn't hit capped, they often need it to guarantee a tank switch will go smoothly.

Death Knights doesn't have a secondary taunt, but they have a "force enemy to focus on you for 3 sec" with their Death Grip. In a way, the DKs get the short end of the stick here. I haven't felt it was a huge disadvantage when tanking, though. Of course, it's more important when things *not* go smoothly.

Tanking cooldowns

Tanking cooldowns generally comes in two variants; cooldowns that increase your threat generation and cooldowns that in some way increase your chances of surviving.

Druids have one threat generation cooldown, Berserk. It also doubles as a short fear breaker/immunity on a long cooldown. Mangle looses it cooldown and hits three targets for the duration. Nothing can ever hope to catch you on threat again after you've spammed 10 mangles on a mob.

They have three cooldowns, Barkskin on a 1 min which reduces incoming damage by 20%. Survival Instincts which glyphed increase your max health by a whopping 45%. Cutting-edge bears can hit almost 100k health with his up. Finally, Frenzied Regeneration which converts rage to health. More importantly, glyphed it increase all healing received by 20%.

The druid survival cooldowns feel fairly powerful. They can overlap each other, resulting in a huge survivability increase for a short duration. In particular, I very often combine the latter two while tanking, while I use Barkskin almost every cooldown just to reduce general incoming damage.

Paladins have one threat generation cooldown, namely their pretty wings Avenging Wrath. You might also count Avenging Wrath as a mini-threat cooldown. Their wings increase all damage (and thus threat) by 20%. Besides looking pretty on screenshots (and very unpaladinish, imo) they're really handy for pulling far away on the threatmeters fast.

On the flip side of the coin, paladins have only two real defensive tanking cooldowns unless you spec a bit strangely into the Holy tree. First, they got an active cooldown in Divine Protection. -50% damage taken on a 2 min cooldown. Pretty powerful. HOWEVER, it may not be used within 30 sec of Avenging Wrath, or within 2 min of using Divine Shield or Lay on Hands on yourself. That's kinda annoying. That means you can't freely use Avenging Wrath when you want/need to generate extra threat, you got to know the fight and only throw it if you know you won't be needing Divine Protection for the next 30 seconds. I know that this is because of PVP balance, but I still think it's a bad design.

You can, as earlier mentioned, use Lay on Hands and Divine Shield too, but all three are exclusive with each other because of a 2 min Foreberance debuff. Lay on Hands might be more powerful against weak mobs that doesn't damage you too much, but Divine Protection will almost always trumph it in raids. With the very strange but possible exception that you're low on mana and need Lay on Hands to recover some of your own mana. You can also use Divine Shield, but while it redmoves all incoming damage, it also means that you have an effective threat score of 0 for the duration of it. The only thing that persists through it is "force to attack" abilities. There is one notable way to use it; since it always clears all debuffs without any chance of failure, you can taunt a mob (stick it to you for 3 sec) cast Divine Shield and immidiately cancel the shield (using a macro with /cancelaura). Now you're debuff free, and the mob is still on you. However, you can't use Divine Protection for 2 min. There aren't too many cases where it's worth it.

The other "real" defensive cooldown is the Ardent Defender. It is passive. In addition to reducing all damage taken while at low health, it allows you to survive certain death and recover half your health once every 2 min. It is powerful. It translates to having a health pool at least 1.5 times your size on a 3 min cooldown. However, it's also a last resort thing; You can depend on it, but you (almost) never intentionally use it.

To be fair, they also have some other abilities. Divine Guardian reduces the damage taken by the entire raid by 20% for 6 seconds, but also moves 30% of all the remaining damage to you. It breaks when you're at 20%. The "breaks at 20%" allows it to be used while tanking, whoever it's still risky. While the entire raid may be taking more damage, you may end up taking more. And while you have Ardent Defender to fall back on, it's never a good idea for a tank to intentionally be reduced to 20%.

They can also spend talents to get Aura Mastery or Improved Lay on Hands in Holy. The first can give them a short armor or resistance boost, depending on what aura they're currently using, but it's nothing spectacular. The other will allow them to take -20% physical damage for a period, but causes Forebereance like a normal LoH does, so then you get that and the normal effects of LoH instead of Divine Protection. Finally, they can glyph Hand of Salvation to make themselves take 20% less damage for a short period. That *is* handy, however, you also get the normal effects of salvation, -10% threat. Not so good thing, especially not on threat-sensitive fights like those where two tanks taunt the boss off each other regularly.

I didn't like the set of defensive cooldown a protection paladin has. It feels ... too few. Only one emergency button to hit. While Ardent Defender is really dependable, it's not so overpowering that pallies don't need anything else.

Now, DKs. Cooldowns a-plenty, as mentioned earlier. Quickly going through the list: Icebound Fortitude for some 50%ish damage reduction. A 1-min CD talent depending on what tree said DK is specced into (Unbreakable Armor = more armor, Bone Shield = less damage taken, or Vampiric Blood = health and incoming healing increased). Another talented CD for two of three trees (Anti-Magic Zone or Rune Tap). Raise Dead + Death Pact to instantly heal 40%. Anti-Magic Shell to greatly reduce incoming damage on a 45 sec cooldown, also hindering application of any magic debuff. To a lesser extent Army of the Dead, the act of summoning them grans damage reduction for a short while, usable against spell and unavoidable damage. They can also Death Strike like crazy to heal themselves, often paired with Empower Rune Weapon. ERW can also be used as an offensive cooldown.

The army is a very interesting ability, as it taunts everything BUT raid bosses. It increases your dps, but not your threat. Same with Summon Ghoul.

DKs have a huge toolbox of cooldowns. I love having all the tools available. Not all of them are very handy for raids, but most of them are. My personal all-time high favorite is Anti-Magic Shell, a skill I sorely miss if I'm on any other tank than my DK.

Mitigation and avoidance

A few words on this topic too. Though, a lot will change with Cataclysm.

Paladins block a lot. Usually at least 65% from talents alone. They also parry and dodge some attacks.

Death knights parry a lot. Usually around the same amount they dodge, somewhere around 20% or higher. They can also dodge, but not block.

Druids dodge a lot. Usually more than 40% of the time. They can't parry or block.

Kick, or we wipe!

Paladins lack any true spell-interrupt. What is a true spell-interrupt? An ability that's off the global cooldown and that spesifically interrupt spells. They can interrupt with Hammer of Justice or Avenger's Shield, but both are on the global cooldown, making them harder to time properly. As a blood elf, however, I get Arcane Torrent which interrupts off the global cooldown.

Druids have only a ranged interrupt, Feral Charge. Since you spend most of your time in melee range, you have only Bash, a 1-min CD stun to interrupt spells with.

Death Knights have a true interrupt, Mind Freeze, on a 10 sec cooldown. They also have a silence which can be used to interrupt, Strangulate. The latter even has a range. Most handy.

Interrupts are not vital for raids, as you will (almost) always have someone else available who can do the job. However, it is most handy for 5-mans and some raid bosses.

AP debuff

For some reason, Death Knights are the only class without an AP debuffs. Why? Beats me. Vindication and Demoralizing Roar do the trick for paladins and druids.

Poison? Magic? Disease? Mohaha, I'm a pally!

Paladins have the special ability to cleanse themselves of a lot of debuffs while tanking. At the cost of some threat. Like interrupts, very handy for 5-mans, less so for raids.

Buffs

You probably know what classes bring which buffs. If you're lazy, Death Knights have the easiest to apply buff, Horn of Winter. Whereas you must be expected to bring reagents and buff people randomly dying as a druid or paladin.

Which buffs are more powerful? I'm not going to say a lot about that. In a raid, you're almost certain to have all the buffs anyway.

Conclusion

If you want to tank, find a tank class that you're comfortable with. As you may or may not have noticed, I'm strongly in favor of death knights myself. Find out what you like yourself, if you're going to tank. Test another class if you're not happy with your current.

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