Wednesday, May 27, 2009

Hello, I'm a gimped shaman

Hey.

I've finally seen Yogg-Saron in Heroic and stuff. Gratz to me!!1

Then, what's up with shamans blizzard? Can we have some changes please? Haven't seen shit about shamans in the two last patch notes (if we are lucky maybe ES gets a new icon!). My totems are so gimped i can't choose anymore - FT (not if elemental shaman is present), SoE (not if DK is present), HealStream (woho, can't stop me) and WotA/WF (No WF if frost DK is present).

Totems was one of the most awesome class mechanics in the Burning Crusade. Now it's just some buffs that won't last for more then 5 minutes. And oh, they can't move. Awesome? No.

What about our spells?
Chain heal is a smart heal which will jump from the first target to two more (three if glyphed) with 50% reduce for each jump. This is a great way of healing all those melee taking damage but since the range isn't that big (10 yards) spread out fights like Kel'Thuzad and other won't suit the power of Chain Heal. Prayer of Healing has almost the same cast speed (0.5 sec more) and hits five targets in a far greater range. Why can't i have more range or faster cast time? *sob*

Lesser Healing Wave is the flash heal of shamans. It can be improved with [Glyph of Lesser Healing Wave] which adds 20% more healing to it. Pre-Lich King we were called wannabe-paladins if this were used and it sucked out all of our mana but with [Improved Water Shield] and some nice crit rating it could be spammable, but without a great manapool and replishment it just doesn't do it in the end of the day. Reduce mana cost please.

Healing Wave is the grand cannonball we can fire away. It's too bad the cast time is long and that it consumed way too much mana to be spammed. Can be used in some cool situations with [Glyph of Healing Way] in e.g. OS3D normal when you don't really have any time to heal yourself. In the usual raids this is a spell I personally does not use at all, the slow cast time makes it 99% overheal because of all the HoTs and fast heals from the other classes. Less cast time please.

Ah, the new spell Riptide. This is a spell I really like but it has some downsides as well. This is and instant HoT with an heal on impact. I usually throw one out every CD to proc [Tidal Waves] (which also Chain Heal does) for some fast LHW or just to full heal someone who have lost ~4k hp. I like the "Hi, I'm a drood!" feeling when I'm jumping around throwing my HoT. That's right, it has a 6 second cooldown. Figure that my Chain Heal would have a casttime of 1.5 sec (by like speccing Imp CH (which only gives extra healing at this moment) and stocking haste) I could have the perfect rotation: Riptide, CH, CH, CH - rinse and repeat. I still can do it, but it isn't perfect. The change I'd like to see here is that the glyph ([Glyph of Riptide]) would stop Chain Heal from consuming the HoT, but still grant the effect (25% extra healing).

The mighty Earth Shield is "always" thrown on a tank in PvE, or someone that takes constant damage from hits (spell or melee) and procs every (when not on hidden CD) time the wearer get's hit and heals them after the damage taken. Yes, it's after, whatever some newfags says, it's after. This spell is awesome. No changes needed here I guess.

What's up? Yes, there are more spells then this (Water Shield that grants 100 mp5 and mana every time you are hit) but, yeah, I'm lazy.

Monday, April 13, 2009

New glyphs in 3.1

Woho, new patch, new glyphs. Summary goes here:
Non-resto glyphs:
All major

Tuesday, April 7, 2009

Woho anti-totem stomp!

We don't like totem stomping macros and we are taking steps to prevent them. Because of technical limitations, these changes probably won't be in place for 3.1. But we will get them in place soon.

Woho! (source)

Saturday, March 28, 2009

Small notes #372

# Earth Elemental Totem: The summoned Earth Elemental should now have significantly more health and slightly more armor.
# Fire Elemental Totem: The summoned Fire Elemental should now have moderately more health and mana, and its damage scaling has been increased. In addition, the Fire Elemental’s spells now cost less mana.
About time!
Glyph of Riptide: Increases the duration of Riptide by 6 seconds. (Up from 3 sec)
This should really give something that doesn't consumes the HoT but still increases the effect AND increases the duration. E.g. like [Glyph of Flame Shock].

Wednesday, March 25, 2009

Totem stomping macros

Woh, 3.1 coming up and blizzard announces there is no defense for totem stomping macros. Must be hard playing a hunter these days...
From our POV, there is no defense of totem-stomping macros.

If you want to take the time to give your pet a command and a target to kill a totem, great. But to be able to neutralize a core mechanic of the class so easily because you are clever enough to copy a macro off of the Internet is not skill.

The only reason they still exist are technical limitations, not because we like the design. (And please don't feel the need to offer your technical suggestions. :) )
- Ghostcrawler (source)

Friday, March 20, 2009

3.1 talents

While arguing with myself about maintank healing or not it's important to know a few things.
  • As a maintank healer you will need alot of crit, because crit means mana return (HW, LHW, Riptide).
  • Riptide is necessary every cooltide since Tidal Waves (30% lower cast time on HW, LHW).
  • You are not a paladin, meaning LHW-spam probably will get you oom.
  • Everybody loves chain heal.
  • With a glyph, HW will also heal yourself
  • With a glyph, CH will hit one more target (4 targets)
  • With a glyph, LHW will heal 20% more on a target with ES
  • With a glyph, Riptide will last longer (+6 sec, total 21 sec)
  • With the 2-piece setbonus, Riptide will get lower cooldown (-1 sec, 5 total)
  • With the 4-piece setbonus, CH will get lower cast time (-0.2 sec)
The question is still there. Will it be fun?
I'm gonna look into this and write some more about it. Cheers

Thursday, March 19, 2009

Tier 8

Woh, every tier comes with a setbonus.
10-man set
25-man set

By looking at the stats it seems that we are going to be more critbased (MT heal?) since now every item in the set, except shoulderpads, provides crit rating. From tier 7 only shoulders and hands provided crit.

(2) Set: Reduces the cooldown on Riptide by 1 sec.
(4) Set: Reduces the cast time on Chain Heal by 0.2 sec.

The two piece bonus is fair. You only got two pieces so it shouldn't be imba. I must say, since i cast riptide every cooldown in an intense fight it gives us a 16% increased uptime on Riptide (in theory, if cast every cooldown).

The four piece bonus might seem boring and dull but it actually equals to 262 haste rating or 8% haste (but only on chain heal).
(0.2/2.5)*100 = 8 (8% haste)
8*32.79=262.32 (~262 haste rating)
32.79 is 1% haste at level 80.

Other then that, as it might turn out that we won't need to keep mana spring out next patch, instead, we will probably have Healing Stream / Mana Tide Totem out (Cleansing totem?). Restorative totem are now 3 points instead of 5 and gives 45% increased healing by Healing Stream Totem (3/3). That's also two points spare when it only requires 4 points instead of 6 points to learn Mana Tide. Yeyy!

Tuesday, March 17, 2009

User Interface 3.1

Some nice changes coming up imo...

Lexicons of Power will not be necessary for switching between saved talent specs and glyphs. Players will be able to switch between their chosen talents anywhere.

Another new feature in the upcoming patch is the equipment manager. Once turned on, players will be able to save sets of gear by simply equipping them and creating a hotkey with the currently equipped set. Switch easily between PvP gear, PvE gear, or even your fishing gear for a quiet time next to your favorite lake.

Use items needed for quests without searching through bags.

Players will now be able to queue for Battlegrounds from anywhere in the world via the Battleground tab in the PvP section of the interface. Once the match is complete, players will be returned to the location where they entered it from.

http://www.worldofwarcraft.com/info/underdev/ui.html

Saturday, March 14, 2009

Pre-patch 3.1 thoughts

Hey,

I'm Sermor and I'm a resto shaman. I've been playing my shaman for a long time now and i can see how Blizzards new concept Bring the player, not class is actually hurting us. Vanilla we always were the fifth player even tho our healing wasn't that good, our totems were awesome.

The portal to Outlands opened and we were still loved among other classes. Increased spell damage and healing, windfury as it used to be and more damage. Bloodlust was still the shit without the debuff, only groupwise tho, but still. Shamans was the must have in a raid.

Now; The Lich King is out. Windfury grants haste (instead of pure awesome), just as Improved Icy Talons do. Horn of Winter does what Strength of Earth Totem do (except improved). Well, that's two totems away. And oh, all buff totems are raid-wise. Bloodlust is 10 min CD with a 5 min debuff. And totems aren't used that much anyways so woho, only 2 shamans needed. Down from 5. Wait, 3.1 makes mana spring totem act as Blessing of Wisdom, and Bloodlust is now down to 5 min CD with a 10 min debuff. If there is more then one paladin in the raid only 1 shaman is needed. Cleansing totems are merged (poison + disease) . Wow, only Mana Tide Totem that is actually useful now, but it's only groupwise. That gives us the Water Totem: Cleansing Totem (Mana Tide when needed).

What about air totem? Well, Windfury is beaten by Improved Icy Talons since you have to improve Windfury Totem to make it as good as Icy Talons. Nature Resistence Totem? No, doesn't stack with Gift/Blessing of the Wild. Wrath of Air Totem grants spell haste. Soooo; Air Totem: Wrath of Air Totem.

Fire totem? Well, if no Elemental shaman is present then Flametongue Totem is a good choice. Else you have Frost Res Totem which doesn't stack with Gift/Blessing of the Wild nor Paladin aura. Searing Totem? Doesn't really cut it either. Fire Totem: Flametongue Totem (if no Elemental Shaman).

Earth. Stoneskin Totem does not stack with Paladin aura, and an improved Stoneskin Totem is far away from as good as an improved Paladin aura. Trashcan you go. Strength of Earth Totem is actually better then Horn of Winter, but only if improved thru talents. So, Earthbind Totem? Bosses will be immune to this. Put a few points in Enhancing Totems and voila: Earth Totem: Strength of Earth Totem.

Summary
Water Totem: Cleansing Totem (Mana Tide when needed)
Air Totem: Wrath of Air Totem
Fire Totem: Flametongue Totem (if no Elemental Shaman)
Earth Totem: Strength of Earth Totem

Since the Bloodlust changes there will only be use for one resto shaman (along with an Elemental) if you are looking at buffs. Earth Shield is a very strong buff, and with talents + glyphs it's pure awesomeness. Improved shield = 15% extra healing, Improved Earth Shield = +10% extra healing (and two charges) and Glyph of Earth Shield = +20% healing. That's alot. Glyph of Lesser Healing Wave also increases the healing done by LHW by 20% on a target with Earth Shield. This along with 3/3 Ancestral Healing (+25% armor on target when crit healed) makes me just wanna go MT heal instead of the constant Chain Heal-spam. Improved Water Shield 3/3 also consumes one orb from your Water Shield when you crit (60% LHW, 100% HW and Riptide).

Well fuck it, let's see how it turns out.