Showing posts with label priest. Show all posts
Showing posts with label priest. Show all posts

Thursday, December 2, 2010

Professions that really help your alts

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

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

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

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

Alchemy

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

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

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

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

Inscription

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

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

Enchanting

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

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

Jewelcrafting

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

Engineering

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

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

Blacksmithing

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

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

Leatherworking, Tailoring, Skinning

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

Bottom line

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

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

Wednesday, November 24, 2010

The challenges and possibilities of meta-spells for healers

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

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

Types of meta-spells

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

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

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

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

Meta-spells by class

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

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

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

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

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

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

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

The challenge with meta-spells

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

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

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

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

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

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

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

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

Monday, October 25, 2010

Herbalism: Lifeblood changed

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

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

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

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

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

A simple pally macro for herbalism:

#showtooltip
/cast Avenging Wrath
/cast Lifeblood

Tuesday, September 28, 2010

Keybindings and Macros Galore

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

Muscle Memory


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

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

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

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

Everything available

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

Re-learning time for key binding

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

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

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

WASD or ESDF?

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

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

Multiple usage of a key with shift and ctrl

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

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

Macros, macros, macros


Macros 101

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

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

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

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

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

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

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

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

Macros 102


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

Consider the following macro:

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

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

The next version of the macro:

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

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

The last version of the macro looks like this:

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

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

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

Macros 1042

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

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

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

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

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

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

Macros 10-gazilliion

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

Principles for key bindings

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

Here are my own rules.

Never change key bindings across specs

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

Healer, heal thyself

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

Main rotation on QWRT

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

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

Abilities that need to be refreshed or are exclusive on A

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

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

Emergency ability on H

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

Reactive abilities at G

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

Spell interrupts at 4

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

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

Stances on ZXCVB

In the case of druids and warriors.

Taunts at 6

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

Focus target on <

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

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

Talented abilities

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

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

Multi-binding on the same key

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

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

Abilities across stances

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

Heals sorted by casttime

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

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

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

Damage spells sorted by casttime, too

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

Be flexible

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

Tuesday, September 21, 2010

These are a few of my favorite things...

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

Death Knight

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

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

Druid

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

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

Paladin

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

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

Priest

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

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

Shaman

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

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

Portals!

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

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

... What do warriors have, anyway?

Wednesday, September 8, 2010

Looking for GOOD dps

After I decided to pick up my priest again, I've spent some time gearing her up. It was fairly easy, actually, up to a certain point. I got two ilvl 264 PVP items, bought PVE gear with emblembs and got a lot of drops from the new instances.

However, it stopped in Halls of Reflection. Let me tell you a secret of mine. I love the place! No, really. It was the only instance that gave me a consistent challenge when I was tanking.

It is quite entertaining to heal too, actually. But Blizzard really did their job here, the instance requires that all the roles perform good. A tank that can both keep aggro on all targets and survive a few seconds of no healing, a healer that can keep everyone more or less alive, and dps that can pull on average 3k dps or so. In addition, you need to prioritize the targets and preferably crowd control too. There's a reason that the instance has a gear requirement before joining in the queue...

When I dinged 80 with my priest, I could pull about 2k dps on bosses. Hyperspeed Accelerators and Berserking were a big part of that, of course. I don't remember every character, but I believe all of them broke 1.5k dps before they dinged 80, given a dps spec.

I've attempted HoR 8 times now, with numerous wipes and a lot of waiting time for people to join after other have left. Six of those times were due to bad tanks. One in particular was extremely well-geared, but spent all his time in melee with two mobs, ignoring the rest. Another just plainly refused to even try, despite being well-geared. One was very polite and skilled, but just not tough enough for the job. I don't recall the rest exactly.

But... two times I've gotten good tanks. Not just good, but great. The tanks that every healer dream of queuing up with. Controls the groups, leaves the crowd-controlled mob alone, are patient and just as an added bonus interrupts spell casts on the mobs or spell reflect them.

What happened those two times? We had to give up because of too low dps. I remember in particular a rogue that averaged 1.2k dps. Because of the low group dps, we couldn't take down one wave at the start before the next spawned. We wiped when I ran out of mana. I'm not geared to chain-cast heals through all the waves without any drinking in between. And then he had the nerve to blame me for the wipe. Yes, technically it was my mana running out. However, I have no mana trouble when running the instance as intended, even healing three waves without drinking. I let him know what I thought about it.

I also recall a hunter who could pull some 2.5k dps... not too shabby, but completely ignored all my pleas for leaving the CC'ed mob alone. "Lol, this isn't ICC," he let me know.

If I'm ever going to lead a raiding group, I'd base my invitations on how a given person handled an instance such as this. Even if you overgear it, your playstyle tells me a lot about what kind of person you are in a raid group. Of course, everyone would play nice with a raid leader watching, so I'd somehow had to do it without them knowing I was watching, like having them join me with an alt they didn't know of or something.

So... now I've given up gearing up my priest anymore. I don't see much point in wading through all those frustrations when I don't have to. It's my spare time, and I'm going to take responsibility for it by not wasting too much on it on such frustrations. Instead, I've started preparing for Cataclysm.

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...

Thursday, February 25, 2010

The World Event Menace

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

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

The World Event Menace

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Current status for each of my characters:

Kirba (shaman)

Done with the entire world event stuff. Yay!

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

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

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

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

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

Ayeba (druid)

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

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

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

Vigan (death knight)

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

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

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

Zuna (priest)

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

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

Mirlei (paladin)

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

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

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

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

Posts I want to write

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

Wednesday, February 3, 2010

Test of Faith: Are priests my thing?

Zuna, my priest, was my first 60. I've healed a lot with her, and watched the priest class move through changes. When I think about it, though, priests have been one of the more stable classes in the game, except for the complete re-haul of Discipline.

Because of my uncertainty, I decided to pick her up again and play with her a bit. Test things out.

Demand 1:

PVE healing style that fits me

Priests have two distinct PVE healing styles to choose from. To be completely fair: Every healer class have several healing styles, but none as different as holy vs discipline. With that said, it is different to raid heal with a shaman laser-chain-heal style and tank heal. Same with a druid. Can't speak about paladins, no direct experience in raids there.

Holy

I've only got experience as a raid-healing priest at lvl 70, and that was as holy. Still, I don't think it is a completely different experience now... well, except that Circle of Healing is on cooldown.

Holy has, when specced for it, a very strong hot in Renew. Glyphing it is completely overkill for normal 5-mans, but I can see how that could be useful in raids. Empowered Renew remind me of Riptide. I like it.

Surge of Light is also fun, especially since it can proc multiple times on a single Prayer of Mending. However, if I were to stay a holy priest, I'd get some addon that shows me when I've got a proc up. Too easy to miss.

Mana regeneration is also top-notch as holy (including Meditation, mind you). In fact, I often threw in some damage because I had mana to spare.

I didn't get to test out a lot of Holy's group healing in 5-mans. A random Circle of Healing (which practically guaranteed a Surge of Light following), once in a while a Prayer of Healing. I know from experience it is solid. In fact, I think Holy has the best tools for handling damage to a lot of party members in 5-mans.

I enjoy Guardian Spirit. It is very powerful and fun. I also played around with Body and Soul. Fun, and handy in PVP, but not a MUST-HAVE. Inspiration is as usual powerful.

The thing I didn't like so well with Holy was handling lots of tank damage. But that's comparing to Discipline and druid-healing, which is a bit unfair.

All in all... I liked holy healing fairly well.

What I didn't like so well is the Shadowfiend. Long cooldown (compared to Innervate and Divine Plea), too. That's not limited to Holy, though.

Discipline

Ah... discipline. For a loooong time, I insisted on being a discipline priest, long before the rehaul that made discipline actually good. Back when Divine Spirit was the 31-point talent.

Anyway... I like discipline too. Powerful shields which can be tossed out extremely fast thanks to Borrowed Time and Penance that can heal a tank up from nada to full (almost) in no time are the two main selling points. Renew ticks for a lot less, naturally. Prayer of Mending is still powerful, though.

But, to start somewhere else: Discipline is not scaled well for below-max-level mana management. The mana returns from Rapture is just way more powerful when you got a good lvl 80 mana pool. At 71, I had trouble with my mana as discipline. Had to sit down and drink every third pull, less with a very tough tank. I know from second-hand experience that Discipline's mana is in a pretty good state, though. Had a disc priest heal my DK when I tanked the two groups after Ick and Krick. He ended up with more mana after the two groups than before he started, and he didn't use his Shadowfiend.

I also find the lack of a instant-heal slightly frustrating. Ironically. I'm tossing out shields like there's no tomorrow... which translates to everyone having Weakened Soul on them all the time. At least everyone who is taking damage. But it isn't that bad, I'm just not used to it from being a holy priest for a long time.

Discipline has a lot more cooldowns to play with. Good thing? Bad thing? Definitely something I need to learn. I didn't use them too well.

By the way, Engineering gloves enchant + Berserking troll racial + Power Infusion + Borrowed Time + Enlightenment is a sick amount of haste together. Resurrection in 4 seconds, anyone?

Demand 2:

Potential as PVP healer


If you look at any kind of rated arena, Discipline is the only way to go. Blizz has tried to make Holy viable with talents like Body and Soul, Blessed Resilience and so on, but Disc is still king. I don't mind, though.

Disc priests are very powerful in PVP. Priest-Mage-Rogue, anyone? They have powerful crowd-control in their Psychic Scream, shields that ignore any healing debuffs, penance that insta-heals the first tick and nearly the second too, Mana burn goodness for the right compositions (double healer + dps, for example), both offensively and defensively dispels, quick nukes at the right times... powerful, indeed. They're not built for outlasting another team, they are an offensive-type healer.

Sadly, I can't test too well. Walking into PVP with no resilience these days is a sure way of getting blown up, particularly as a healer. So I'll just have to take the word of the community, which says priests doesn't suck. Still... cloth means that my nemesis is warrior and to some extent rogue. I liked being tough and not fearing warriors as a DK.

Shadowfiend is worse in PVP. Can get kited around and killed easily, reducing my possible mana returns.

Demand 3:

Potential as ranged dps


Interestingly enough, this is the first time I've really specced shadow during all those years of being a priest. Dual-spec, I love you.

I like shadow. It's cool with the shadow ... stuff which seems to evaporate from you all the time. I like having three dots to play with, one CD nuke and one no-CD nuke. Creates a game of weaving, where I need to make sure stuff are up all the time. I can get used to that, and thrive with it. No proc-watching involved.

It wasn't so entertaining in PVP, but then again that might steem from my complete lack of resilience. There are some shadow priests among high-ranked arena teams, which should say they are viable. I liked the immunity Dispersion provides. The only good answer against a bladestorming warrior... haha, eat that.

I missed a snare. Mind Flay provides a semi-snare, but I have to stay immobile to maintain it, and that means I can't kite anything around.

Feel

That's a tough question... do I like the priest feel? The question is really, what is the priest feel? From the artwork on some of their armor, they're sort of Oracles, bringers of divine fury, angels... stuff. What do they worship? Easy to answer or a human or night elf, hard for a troll or an undead. And come Cataclysm, and we'll have gnome priests as well.

Angels and stuff are cool and all that, but it's not ... well... shamans are cooler, I'm certain about that.

Conclusions

Possible

I think the priestly playstyle might fit me. I'm not completely sure.

Thursday, January 14, 2010

Confessions of an altoholic

I've always been weak for female tauren. I'm sure Freud would've had something to say about that. Like the female dwarf, they aren't sexy to the point of being extreme. They are ... cute, in their own way. What's more, they are, along with female dwarfs, the least populated gender/race combination in the game. I've always enjoyed being a bit underdog.

Anyway, I wasn't going to write a full post about my psychological relationship with my characters. However, I was intending to write down in which order I've played the various classes.

My third character ever was a female tauren druid. My first two were a white-haired female gnome mage, and a dark-skinned female dwarven priest. I reached level 12 before deciding I'd much rather be horde. The druid made it to level 30, then I deleted her because I had built up quite a bit of bad rep with my temper. I decided that I wouldn't let my temper get the better of me in 5-mans with my next character. It took time before I managed to fulfill that decision, though.

My next character was a troll priest, Zuna. At this time my wife started playing, and made a troll rogue. After getting Zuna up to 60 - which took almost two years, I was a primary roleplayer at that time - I decided I wanted a druid again and rolled Ayeba on a RPPVP server, and levelled her alone when my wife and I couldn't play together. RPPVP servers didn't exist at the time I created Zuna. I got her to 60 right before Burning Crusade. My first raiding experience was raiding Zul'Gurub with Zuna.

When BC hit, I created Tirvin, my paladin. Again solo. For some time he was my main, then I returned to both Zuna and Ayeba. I never managed to decide whether to stick to Zuna or Ayeba, and so I took turns playing each of them. My wife stuck to her rogue all the time. Got them both to 70 right before the end of Burning Crusade.

When WotLK hit, my wife was almost done with WoW. She had a druid at low level which she played with my paladin. We got them as far as level 61, then she more or less topped played. I left Zuna at 70, played a bit with Ayeba up to 72ish, and left her alone. Then I rolled an orc shaman, Kirba, and got her up to 80. After having Kirba as my main for a while, I decided I wanted a tank, and leveled Ayeba to 80. Kirba was put on the sideline, Ayeba was my new main.

At some point I picked up a low-level paladin on another server and levelled her to 71, and abruptly stopped. I also got my taste of a serious raiding force. They needed a shaman more than a druid, so I played a lot to get Kirba up to date on equipment, dashed through Trial of the Crusader 10-man, and wiped several times on Mimiron hard mode. My one night of raiding.

At this point I created my Death Knight, Vigan. Played with him a bit, and loved it. Leveled him fairly quickly to 80 and made him my new main.

Now I'm at another crossroad; Which character to pick up again as my healer?

My options:
  • My druid Ayeba. She's already geared for healing the new heroics, making it faster.
  • My shaman Kirba. She's geared as well.
  • My priest Zuna. She's level 73 now. However, I've played with her a lot earlier, it was almost nostalgic when I ran a few dungeons with her again.
  • My paladin on the other server at level 71. Not Tirvin. I need to keep Tirvin at that level in case my wife wants to start playing again. In which case she'll most likely want to pick up her druid rather than her rogue, as she seemed to enjoy healing more than dps.

I have healed, and enjoyed, all the healing classes in various stages of the game. What to do now? I'm not sure. In fact, I'm very unsure what to do.

I'll be creating separate posts outlining what I like and dislike about the various healer classes. I'm fairly certain I've done that earlier. However, I consider myself a bit more experienced now, and have had some viewpoints changed.

Wednesday, January 13, 2010

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, February 18, 2009

Blizz healing spell design philosophy.


New theories incoming, this time about heals.

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

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

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

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

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

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

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

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

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

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

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

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

  • A direct instant heal.

  • A HoT that lasts 15 seconds.

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

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

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

  • A chance to crit, thus proccing Ancestral Healing.

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

  • A chance to crit, thus proccing Ancestral Awakening.



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

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

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

Tuesday, January 27, 2009

Aspects of the game: Soloing


I've tried to find out why I suddenly go all out with my shammie, when I could just as well be levelling my priest or druid. I have a theory. Bear with me, I need to start somewhere.

World of Warcraft combines many different types of game into one. The major parts as I see them:

  • Soloing: Most notably levelling, but also grinding and dailies. You (or your pet) will be the only aggro targets. If you mess up, you've got noone to bail you out, but you won't pull anyone else down the drain with you.

  • Instancing: Includes normal and heroic dungeons and raids. You have a defined role you're supposed to do, and unless that's tanking, you're not the usual target of aggro.

  • Battlegrounds: Apart from the actual battlegrounds, I also include Wintergrasp here. Though it is slightly different, it shares many of the same traits.

  • Arena: Different rules than battlegrounds, not least of them that you only live once.


There are also several minor parts of the game. Well, minor for most players:

  • Grouping outside instances: Usually for group quests. However, some people level like this rather than soloing.

  • World PVP, aka ganking: Where there's no reason for the conflict other than the interest in crushing your enemy.

  • World PVP objectives: Removed in Northrend in favor of Wintergrasp.

  • Duelling: A part some love and others completely avoid.


Finally, there's the social parts of the game. However, unless you're an avid roleplayer, they're not connected to what class you play at the moment. You might also count exploring and professions as special parts, but it is (at least techically) without any class restrictions.

Most players concentrate on some aspects of the game. Indeed, many players hate some other aspect of the game to the point where they try to avoid it completely.

While levelling through Outland, I tried a lot of different aspects. This time, I'm mostly doing soloing, with the occasional instance and group thrown in.

Now, soloing has some special "rules" about it. Like most PVE, almost all incoming damage is physical, and most are done in melee. And since every class is supposed to be able to solo, the damage must be moderate, because some classes have very low physical mitigation. Of course, this means that classes with high mitigation have a significant advantage while soloing, in the fact that they take less incoming damage.

To pull the analogy to myself: I'm now levelling a character that has a very acceptable physical mitigation of almost 50%. My priest and druid mitigates less than 20% damage. As my blog name implies, I love healing. But while a paladin has even higher mitigation, he's unable to do ranged dps which I prefer, and thus I end up with the three others.

Granted, a moonkin can have even more mitigation than me, but at the price of healing. And if they shift out, they're suddenly really squishy and risk dying faster than they can heal against elites. I feel I've got better survivability combining high-power healing with good mitigation. While a bear have way more mitigation (add dodge and demo-roar), they got way less healing even when shifting out than a moonkin.

The last piece in the argument here is that I like staying alive. As long as I can survive, I can beat every elite I come across, even if it takes time. I do belive that not everyone have the same preference as me. Many players would for example prefer superior dps to survivability. So what if they can't solo everything, they can still kill 99% of the mobs out there, and faster than I am able to while heal-tanking something.

However, I suspect that once I start PVP, I might be rather tempted to return to my priest, or perhaps even my druid. While physical mitigation helps, there are a lot other ways to mitigate damage in PVP. Various passive talents (Focused Will or Blessed Resilience, for example), or active abilities such as dispelling dots or frost nova to avoid getting caught in a shatter combo.

Bottom line, I'm wondering if I won't be more envious of other healers once I start serious PVPing at lvl 80. I already envy the number of instant heals priests and druids can throw around, and of course the all-mighty bubble of pallies.

Edit: Seriously, I mus've been really tired when I first wrote this. Forgot to explain the reason why I like high mitigation.

Tuesday, January 13, 2009

Aspects of the healer role



I'd like to share a view of the 4 healing classes and their 5-man healing styles.

Whack-a-health



First, let's review the obvious truth. A healer's primary job is basically to make sure there's always a hint of green on their party member's unit bars. Preferably lots of green. Of course, there are lots of details which add complexity, but this is the basic idea. If you bring along a healer, that's what you at least want him to do.

To this end, all the healer classes have various spells which make sure the green stuff doesn't entirely dissapear. I name this the whack-a-health game, namely 'whacking' each health bar as it is emptied. It's more whacking with direct heals than with various heal over times and heal on demands, but the idea still stands.

Now, let's make an assumption. We now assume all the healers have the tools for the job, given acceptable working conditions. You're not expected to be able to keep up the stupid DPS who doesn't move out of/away from [insert some dangerous mob ability here]. Various healing spells' efficiency and throughput is now what I want to discuss right now. Besides, Elitist Jerks is probably the best place to look for those sort of theorycrafting discussions.

No, what I want to discuss are other aspects of the healing role.

Support, anyone?


Now, usually, when you bring along a healer, you're not only bringing just the whack-a-health part of it. Imagine the annoyances to the rest of the group having a priest who ignores every suggestions to shackle, a shaman that never drops a totem, a druid that doesn't buff or res, or a paladin that doesn't bless. While you can argue that a healer's ability to keep others alive is what matters most, I'd like to argue that a healer's skill is also reflected in the ability to use supporting spells. Further, while the healing spells plays a big role, these supporting abilities is actually the biggest difference in playstyle when you're logging on to another healer.

My first-hand experience is limited to druid, priest and shaman. I have healed as paladin, but pre-40 is a bit different from healing at 70. I don't have experience healing 80-heroics yet, but I think no class changed very vastly those 10 levels. A new spell to compliment the playstyle here and there, but basically the same idea.

The idea here is to focus on the four aspects of the healing role playstyle of each healing class.

The Keeping-stuff-up aspect


All healer classes have abilities which need to be kept up to be 100% effective. I'm now talking primarily about abilities that either have a short duration (2 min or less) or abilities that needs to be refreshened on demand. For example, while you as a priest need to make sure you've got Prayer of Fortitude buffed on the party, with a 1 hour duration it's not like you need to worry about keeping it up. Fire and forget, baby.

I'm only including abilities which affect allies here, and omitting some that will come in the next section.

Priests aren't so bad:

  • Prayer of Mending: This is very special. On one hand, it lasts 30 sec after each jump, but what does it help if it's just stuck on some dps that never takes damage? Sometimes, you'll want to use it on every cooldown. Other times, it's better to leave it where it is because you expect some AoE sooner or later. Special note that you also need to watch when you have it yourself, because you can bump it off you with Shadow Word: Death. Bonus points for being the in my opinion coolest healing spells in the game, and spell that I really miss when I'm on the other healers. Not because it's so darn powerful (which it is, but other classes also got powerful stuff), but because it's so darn fun.

  • Inner Fire: Post-70 this is a spellpower buff as well as armor. Most of the time, it lasts 10 minutes. But, since it has charges, I often find that I don't notice when it's down after having taken some minor AoE damage here and there. Improved Inner Fire helps. On the other hand, in heroics it's less of a problem... if you're taking hits, you're usually dead long before you need to refresh this.


Druids have only one (unless I've forgotten something), but it's painful:

  • Lifebloom-stack on the tank. Has a base duration of 7 sec, but can reach as high as 10 seconds with Nature's Splendor (no-brainer) and the glyph (not so no-brainer, as there are other useful glyphs out there as well). My experience from 70-heroics is that it was a major pain. If I lost the stack, I'd have to spend 3 gcds to rebuild it on the tank. On the other hand, refreshen it too often, and you never dropped out of the 5-sec rule, in addition to the fact that you lost ticks of the last, and thereby mana efficiency. But just a single stun or other problem, and the stack was gone. This was what caused me to end my career as a druid healer for a while. I'm very happy with the new duration, not to mention Gift of the Earthmother to lessen the pain of rebuilding it.

  • Honorable mention: Thorns. This is possibly the buffing spell I forget most often to keep up. It shouldn't really be on the list, since it has a duration of 10 minutes.


Shamans have several abilities that needs to be kept up:

  • Earth Shield: Since it has charges (up to 8 with Improved Earth Shield) you need to refreshen it as it runs out. If the tank is hammered, it takes in my experience about 30-40 seconds. Not too painful.

  • Totems. Usually, these run for five minutes. However, there's two restrictions. First, it's the range. At 30 yards for most totems, it's painfully shorter than the healing range of 40 yards. Further, if the fight is moving in some way, you have to redrop the totems closer. The second restriction is in fights with spawns or adds of some kind. These will very often target a totem and destroy it, forcing you to replanting it. Totems can be pretty frustrating to work with sometimes, and it sure takes a bit of practice.

  • Water Shield: If you don't have any talents and don't get hit, it's a simple once every ten minute refreshening. When you start taking a bit of damage, it's more often. And if you've taken Improved Water Shield and cast anything but Chain Heal, you'll need to refreshen it very often. Refresh time between 10 and 30 seconds.


Paladins didn't need to keep up so much eaerlier... well, actually, they did. 5-minute blessings was probably a pain I've never experienced. But in BC, it wasn't so bad. WotLK, however, brings a bunch to keep in mind.

  • Sacred Shield: Their new 80 ability is pretty... special. To me, it seems like they worked hard to make an ability that could only reduce incoming damage, never leaving the target with more health than they started with, and never absorbing all damage. There is little reason not to keep it up on the tank all the time, especially so if you can benefit from the increased critical rate on Flash of Light. But ... 50% increased crit? What were they smoking? Paired with the +13% crit chance from talents they can pick up, and a good deal of crit rate on gear, attaining a 100% crit rate doesn't seem impossible. Anyway, needs to be refreshed every 30 sec.

  • Beacon of Light: For some reason I can't resist hearing Bacon of Light all the time. You know, what you get when you fry pork in light. Ehem. Anyway, for any fight that involves AoE damage, this is handy, as it can potentially double the healing throughput of Holy Light. Of course, it only "copies" effective healing, not including overhealing. Since paladins lack a true AoE heal, this is as close as they come. 1 min duration.

  • You might want to keep up Judgement of the Pure, meaning you need to judge at least every minute. Possibly more often, because of the actual benefit derived from the judgement. And to judge, you need to have a seal up, which needs to be refreshened every 2 min. Speaking of seals...

  • ... there's also the glyphs to consider. Namely Glyph of Seal of Wisdom or Glyph of Seal of Light. I'd consider it a rather strange choice to pick both, but each to his own taste. Pretty good glyphs too. The Seal of Light one adds throughput and mana efficiency, the wisdom one only adds efficiency... but more of it. And if the seal of light one only adds over healing, it's wasted, whereas the wisdom one will aid every single heal. I'm not trying to get into a big discussion which is better to use, as I don't have a high level pally.


Bottom line: Choose your poison. Each class has abilities which needs to be kept up. Personally, I hate the lifebloom-rolling aspect of a druid, but I know many others love it. Than 3.0 I now have a choice: I can choose other healing styles as a druid than pure lifebloom-rolling. I'd say priests have the "easiest" time keeping stuff up, with mostly long-lasting buffs.

Addons can make the job easier to live with for all classes. Cheating? Crutch? Nescessary? I'm not making any judgements. Each to their own taste.

The whack-a-debuff game


In addition to health, there's also the debuffs to take care of. Well, the debuffs the healer in question can remove. The ones they can't heal, they have to heal through. That also means that every healer have the potential to heal through all of it, but it's a lot harder.

Priest:

  • Cure/Abolish disease: Usually enough to keep diseases at bay.

  • Dispel Magic: Since it eats two magic debuffs on each cast, it means they can usually keep their party free of magic debuffs.

  • Mass dispel: If they can anticipate an AoE magic debuff, this can potentially clean it up easily. I've noticed as a priest that a lot of AoE magic debuffs, for example, only last 5 seconds. There are a few times it's worth to dispel, though. I personally like to keep my pally tanks silence-free, as that tend to keep the enemies out of my face. But mass dispel to keep all the other melee'ers silence-free? Nah.


Druid:

  • Cure/Abolish Poison: Poisons? Can't see'em, sir. Poisons that hit several allies can still be annoying, though.

  • Remove curse: Curses aren't usually spammed, so this takes good enough care of them. If they were, though, this'd be a problem.


Shaman:

  • Cleanse Spirit: Poison, disease and curse in one go. Nice. In fact, completely replaces Cure Disease and Cure Poison.

  • Poison/Disease Cleansing Totem: The peak of debuff removal (in my opinion), this means you can pretty much ignore poisons/diseases on the entire party. I believe this sports a 40 yard range, despite what wowhead tooltip, and contrary to the normal 30 yard range for totems. The downside is that using this prevents you from using Mana Spring, Mana Tide or my usual preference, Healing Stream Totem. In some cases, I'm not sure if it's a better benefit to using Poison/Disease cleansing totem over Healing Stream and just remove the debuffs with Cleanse Spirit on the tank. Depends on what kind of diseases and poisons there are.

  • Tremor totem: This falls into two categories, both this and the next. The special thing about fear is that while you can remove it on a teammate, you can't remove it on yourself. I think I read that this has a 40 yard range somewhere, despite the tooltip. Wouldn't depend on it without testing it, though.


Paladin:

  • Cleanse: Handy for all kinds of stuff except curses. However, paladins lack both a group version, something that keeps cleaning, and a more effective direct version (like Dispel Magic killing two magic debuffs), meaning they might need to spend a lot of GCDs on this. So many, in fact, that they can't always keep up. Poor pallies. Major annoyance, am I right?


Conclusion: More of an observation, really: every healer has their own set of debuffs they can remove, the rest they have to work around. That means debuffs can't be so powerful that it's impossible to heal through them.

The enemy-watching aspect


This is the aspect that took me the longest to learn. I know that I'm not the only healer that have a tendency to suddenly attain a complete tunnel-vision regarding the party health bars when I'm healing. In many encounters, I hardly ever saw the enemy before it was dead. However, as I wrote in an earlier post, situational awareness is really what makes you a great player. If you're not watching the enemy, you're wasting potential.

First, let me be portrait what I'm not discussing. Many boss abilities affect the entire raid. Most of them force you to move or suffer. These kind of abilities aren't healer-spesific, and they're more about learning the encounter. The primary healer-spesific issue are abilities which hurt the tank a lot, meaning you need to be on your toes, possibly blow cooldowns, make sure the tank is at 100% right before the ability hit and so on. Those are also about learning the encounter. Some mobs also got a vulnerability time, in which they need to be hurt as much as possible, including by the healer. Again, encounter-spesific, and not my goal right now.

The issues I'm interested in, are the ones that separate the different healer classes. What do you need to as a to minimize incoming damage? There are, generally, two parts of this. One, the preemptive. Second, the reactive.

The preemptive part includes using abilities which will counter enemy abilities, partly or competely, but that needs to be applied in advance. The reactive part includes abilities which needs to be applied on demand. Many abilities can fit into both categories.

Priest have some abilities, but outside of Shackle, I find that I can largely ignore the enemies and just focus on bars and it all works out fine.

  • Shackle Undead: Crowd control always demands that you watch your target. A good CCer will refresh the CC before it runs out, immidiately re-CC upon accidental breaking, try to maintain a position that makes the risk of wandering into AoE relatively low and worry that the target might resist the reshackle.

  • Fear Ward: Preemptive. On the other hand, this can be thought of as a fire-and-forget buff. Just as long as you make sure to refresh it on cooldown.

  • Shadow Protection: Preemptive. For lazy priests, with the glyph you can just rebuff your party with Prayer of Shadow Protection every 30 min and forget about it otherwise.

  • Offensively Dispel: Reactive. Some abilities enemies have can really make a difference. However, dispelling is a toll on the mana bar, and should be limited to buffs that actually do some harm.


Druids have little offensive utility to speak of, except for their crowd control which is rather superior. Then again, there's a severe disadvantage:

  • Various crowd control: Entangling Roots, Cyclone and Hibernate. Different uses. On the paper, it looks like this should make druids the royal kings of CCing among the healers. However, there's a problem: They're not available in the primary healing form, Tree of Life. Shifting to Tree of Life costs mana, which any healer should be careful to just toss around. (Improved) Tree of Life provides mana efficiency (-20% mana cost on HoTs), improved healing (+6% healing done aura), more improved healing (15% of spirit as healing spellpower) and armor (+100% contribution from items). So druids are left with a choice: Better healing or crowd control. A skilled druid healer should know when to drop Tree of Life and use their other spells as well. What does all the healing throughput in the world help if you're dead? You can keep at least two CCable enemies at bay for quite some time (Entangling roots, move, Cyclone and re-cyclone). One disadvantage with Cyclone: It might occasionally make the mob hard to pick up by the tank, as they're immune to taunt as well.

  • Faerie Fire: Armor debuff. But it's low priority and costs precious mana, so I see no reason to not just leave it alone on the action bar.


Now we're getting somewhere. Shamans have quite a lot of reason to watch their enemies.

  • Tremor totem: This was in the last section as well. But you can't use it reactively to remove fear if you're being feared. That makes it a preemptive measure, and since you sacrifice some other earth totem to keep it up (most likely Strength of Earth or perhaps Stoneskin), you can't just keep it up all the time. Solution: Watch enemies, or just remember encounters. Mostly the last one, I guess.

  • Wind Shock: For two reasons. Reactively interrupting spellcasting is always good, but unfortunately many mobs are immune to it. But don't disregard it until you've tried. Take Grand Magus Telstra in the Nexus. While her normal form is immune to interrupts, the clones that appear aren't. There's quite a lot of damage that can be prevented there. The second part is to reduce aggro. Unlike Fade, however, the aggro reduction is permanent, though it's limited to one person and a limited amount. However, it can be used sort of preemptively, wind shocking before you actually have aggro. Since your threat level was reduced, it'll then take more threat than earlier for the mob to break contact with the tank. Now we're talking useful. I'm pretty sure I've survived by this only a few times, where the aggro have been all over the place.

  • Grounding Totem: This is golden. This will absorb any one single target spell against a party member. Since it doesn't really affect a mob (ony the spell he/she cast), it can be even be used to absorb boss abilities. No risk of resisting, missing and all other sorts of bad stuff. Of course, the disadvantage aside from cooldown is that this is mutually exclusive with Windfury or Wrath of Air Totem, to name the most commonly used by myself. Juggling those totems is a possibility, but costly. With good timing it can really make a difference, without it's just wasted mana.

  • Resistance totems: Preemptive, to reduce incoming elemental damage on the party. However, that means you can't use any other totem associated with the same element. The resistances are a bit random, after all. I must admit I'm rather notorious on forgetting to use the various resistance totems, and I'm not sure how much diffence it would've made. Trying to remember to use them.

  • Purge: Like a priest, except that shamans can only remove enemy buffs.

  • Hex: Starting at lvl 80, quality crowd control. While it has it's own disadvantages (range, shorter duration than cooldown, limited types of mobs it works on), it doesn't have the disadvantage of the druid CC, namely that you need to drop your "healing" form. Besides, you can then Wind Shock the mob to reduce the chances that he'll charge you the moment Hex brakes, without worrying about breaking Hex yourself.


Paladins have a few, but not a lot reasons to watch enemies. Their primary reason being to judge regulary for the judgement effect itself (most notably Judgement of Life) and the Judgements of the Pure buff, but I must admit it's not much of watching included. Just toss it on the tank's target, and keep healing. In other words, I don't include that.

  • Resistance auras: Similar to resistance totems. The difference is that instead of stopping you from using the same associated totem, it will instead stop you from using Devotion Aura, meaning the tank (and everyone else) will take more physical damage and less magic damage of the chosen type. I'm not sure how much difference it makes.

  • Hammer of Justice: Especially now that it is garantueed to interrupt spells. On stunnable mobs, there's a lot of damage to prevent. Stunning the whirlwinding mob, for example, will possibly save a lot of healing.

  • Turn Undead: Rather circuimstancal, but Turn Undead can be used as crowd control. But since it has all the disadvantages of fear-based CC, it's probably not a good idea.

  • Judgement of Justice: Prevent runners, if there's a risk.


Here's my personal conclusion: I can't speak for pallies, but as a druid and priest, I could pretty much just ignore whatever the enemies did short of stuff everyone had to watch out for, and only focus on the green bars. On a shammy, I feel I have a lot more reason to watch enemies, and in that way a higher skillcap for the healing role. With that said, there's more skill involved in the art of staying out of the 5-sec rule as a priest or druid. To a shaman or paladin, that matters less.

The oh-shit-aspect


This the last aspect I'd like to look at. Let's now say bad stuff happens. A double (or even triple) pull. A patrol walks in on your skirmish. Or the adds on the boss are all over the place. What difference can each class make?

It might be argued that mana-gaining effects might help, as running out of mana is a sure group-wiper. I've chosen not to include them, as every healer class has a way of restoring mana mid-battle.

Priests... ehm... pray? Seriously, though, it doesn't feel like they're able to do a lot to prevent a wipe. At least at 70, but there's a new spell to play with now.

  • Psychic Scream: Sometimes this comes in handy to give yourself a breather. In most cases, I find that while it does give me a breather of about 10 seconds, as soon as the mobs reach me again I'm dead. It's hard for a tank to pick up mobs running all over the place. Especially annoying for a pally tank, probably, since their taunt relies on the enemy to have you a as a target, and while they're running around they don't have a target at all. That, and the fact that it's often bound to make a bad situation worse by not only having the mobs return to you, but they'll also bring along their grandmothers, neighbors, carpenters, sons-in-law and who knows what.

  • Pain Suprresion/Guardian Spirit: You'd be a rather unusual priest healer these days if you don't have one of these. Slightly different uses, but the main purpose is to extend the life of a single target for the duration of the buff. Will sometimes keep yourself alive for the same period. Neither makes you invulnerable, most heroic mobs will just tear through it in a second or three extra.

  • Fade: Not an emergency spell per se, but it has it's place. It can't be resisted (unlike Wind Shock) and works on all mobs. However, since the threat reduction is temporarily, I've found that this sometimes will give me and the tank a false sense of security, resulting in a very hard wipe when the mobs suddenly stroll back to me.

  • Spirit of Redemption: For a holy priest; It's nice that you still can be useful after you're dead. But it's hardly wipe preventing unless you've got a second healer along for the ride, as the 15 seconds of limitless healing fades rather fast, in my experience.

  • Lightwell: In combination with Spirit of Redemption, it *might* prevent a complete wipe. I'm not holding my breath, though.

  • Power Infusion: While it's nice in a crisis-situation, I think it's a bad idea to wait that long with using it. Better to use it as often as possible, for the mana-saving effect. After all, you can end up in a homemade crisis situation if you run out of mana.

  • Desperate Prayer: Very useful in PVP. In PVE, though, it doesn't heal for enough to really save the day and at the same time costs mana. Binding Heal is usually a much better way to attempt to prevent a wipe.

  • Divine Hymn: Now we're talking. This is an emergency spell if I ever saw one. Crowd control + healing in one package, long cooldown. I'm so looking forward to testing it in AV when the alliance is trying to kill Drek'Thar.


My personal experience is that druids have slightly more emergency tools to work with than a priest. However, they have their limitations.

  • Tranquility: One of my all-time favorite spells. Phaelia describes it as an ability used to reset an encounter. Tranquility probably have the highest throughput of any heal in the game if you count all the targets. If you have Improved Tranquility, it's a fantastic wipe-preventer, as long as you don't have too many heroic mobs hitting you when you activate the spell. Without the talent, it's a bit more unreliable. If you want to use it, it usually means that people are taking more damage than you normally can handle, often combined with a messy pull, adds or something similar. And since it then will heal for quite a lot, chances are rather high that plenty of the mobs will break for you. Despite serious throughput, it can't outheal several heroic mobs beating on you. Besides, since it only lasts at best 8 seconds, you're often taking a lot more damage than you can handle as soon as the channeling ends.

  • Barkskin: A bit of personal preference here, I guess. Some would wait for an emergency before activating it, others would use it as soon as they're going to take damage or have some dots running on themselves. It's not a real wipe-preventer, though.

  • Nature's Swiftness: Handy. Usually paired with trinkets, and an unglyphed Healing Touch or Regrowth. Can also be paired with some crowd control, like Entangling Roots or Cyclone. Handy, but not usually enough to prevent a wipe. Can also be paired with...

  • Rebirth: This, on the other hand, is a real wipe preventer. Battle res the tank, for example, and you might still succeed. It can also be used as a wipe recovery, battle ressing another resser and having him or her wait until everyone is dead to accept the res.


Shamans... now, in my mind, they've got some extremely powerful tools, and most of them doesn't even require a talent.

  • Earth Elemental Totem, also known as tank-in-a-can. The best part is that it does an AoE taunt as it's dropped. Have saved my hide several times. It has rather good mitigation, but not too much health, so it can be a bit hard to keep up. Even more so on heroic. On the other hand, even if it dies after 10 seconds, it might've done it's job already, namely given the tank time to build threat on the mobs again. Since it's not very intelligent, it won't nescessarily pick up every mob if some dps with aggro have strayed too far away, but ... I love it for what it does.

  • Fire Elemental Totem: Very different use, namely as extra dps. Has occasionaly made the difference between life and wipe, when we've lost too much dps but the tank and myself are still alive. Very handy that it packs and dies with it's own threat. Mutually exclusive with Flametongue Totem, so it's a tradeoff. It sees a lot less use in instances than while soloing.

  • Bloodlust: Not really an emergency spell per se, but since I often save it for bosses, it's very often available when I need it for an emergency. Results in extra throughput on the healing, more threat on the tank, more dps... very handy. The only thing to watch out for is that it triggers the global cooldown on start, which is different from every other haste-effect and trinket I've encountered. The increased dps helps a lot if some of the dpsers are already dead.

  • Nature's Swiftness + Tidal Force + Blood Fury (if you're an orc like me) + any trinkets + Healing Wave = big heal. Not nescessarily as big as the druid variant, though. Can also be paired with Hex if it's off cooldown, for some emergency crowd control. Like the druid counterpart, helps, but not nescessarily enough to prevent a wipe.

  • Reincarnation: This is always a hard judgement; Wipe recovery or (attempted) wipe prevention? If I die while the tank is still alive, this can often be used to prevent wipes, provided I have enough mana to heal through the rest of the encounter. Improved Reincarnation helps, as does having Mana Tide Totem off cooldown. Since you're dead, you're out of combat, and thus you can also spend a Mana Potion provided it's one minute since you quaffed the last one. The downside if you try to use it as wipe prevention and fail, is that aside from being unable to use it as wipe recovery, you'll have lost 10% durability twice. Otherwise, it's an excellent wipe recovery, provided you died far enough away from any mobs still alive afterwards.



Paladins, like shamans, have some extremely powerful tools which doesn't require talents. In fact, I believe they're so powerful it explains why pallies don't have additional emergency buttons as talents.

  • Divine Shield, aka the infamous bubble. In addition to the obvious effect of making you invulnerable, it also temporarily removes all threat. Incredibly handy. But wait, there's more!

  • Rightous Defense: Slightly risky move, but you can taunt while invulnerable, and it'll cause the mobs to be forced to attack you, while you're invulnerable. I believe it forces them to attack you for 3 seconds, after that they move on to another target. But those seconds might make the difference between giving the tank time to build aggro and a wipe. The risky part is that it increases your threat to be equal to the highest treat target on the list, if that wasn't yourself, thus you're more likely to pull aggro after the bubble fades. It's a gamble, but a calculated one.

  • Lay on Hands: Unless you've totally ignored stamina on your gear, this is an insanely powerful, instant, mana free heal. Also returns mana, if you use it on yourself or have the Glyph of Divinity, even more with the Glyph of Lay on Hands, which is even minor for additional fun. Add Improved Lay on Hands to increase the chances that the target survives for a bit more. Phew, how I envy this spell in PVP sometimes.

  • Divine Intervention: Provided you have a second resser in the group, a fantastic wipe recovery. The fantastic part about it is that the paladin who uses this doesn't loose durability. I can't friggin' understand why I've never seen a single paladin (except for myself) use this in any 5-man. Okay, I have a theory. It's because being a healer myself, I don't often have a pally healer in my group, protection pallies can't use this because they *might* survive if they don't use it and thus save the entire wipe, and retribution pallies are just good at earning their name retrinoobs/rettards/whatever.


My opinion: Priests really needed an emergency button. Since I haven't really tested it, I don't know how good it is. Personally, though, I feel I can really make a big difference as a shammy, where there's less options available to a druid and priest.

Conclusion


As expected, choose your poison. Each class packs their advantages, disadvantages, and playstyles. While I often envy other healer's abilities, I may have found a match to my playstyle in the shaman way. Half a year back, I switched between my druid and priest all the time because I often banged my head into the limitations with each class. I encourage every healer that have felt something similar to try the other healers. While you love healing, perhaps another healer class might suit your playstyle better?

Having a playstyle that suits you is a hell of a lot more important than having a healer that theorycraftingwise is better.