Holy Power and More for the Post-Cataclysmic Paladin
July 22, 2010 by Rykga
Filed under All Stories, Cataclysm, Featured, Guest Posts, News and Opinion, Paladin Discussion
Please give a warm World of Matticus welcome to guest-blogger Ophelie, and remember to visit Bossy Pally for more great Paladin posts!
I came home from a weekend in the wilderness to discover my class turned upside down. That’s what happens when you spend two days and a night in the middle of nowhere without internet. You come back and you’re lost.
As I was scrambling to piece together the bits of news, Matt suggested I guest post about it. Guest post about the paladin news, of course, not my scrambling. So I did what I always do when having to talk about Cataclysm news. I grabbed a pen, some paper and called up Google.
And if that wasn’t enough, a new beta build was released between then and now, just for confusion purposes.
So…here’s what I found out, and there’s what I think of it all.
Apparently, last Friday there was a certain Twitter Developer Chat. Apparently, some paladiny stuff was said. Apparently, it was stuff like:
All of the paladin specializations will make use of a new resource called Holy Power. Holy Power accumulates from using Crusader Strike, Holy Shock, and some other talents. Holy Power can be consumed to augment a variety of abilities, including:
An instant mana-free heal: Word of Glory
A buff to increase holy damage done: Inquisition
A massive physical melee attack for Retribution paladins: Templar’s Verdict
Holy Shield’s duration is now extended by Holy Power
Divine Storm’s damage is now increased by Holy PowerWe also introduced several new heals for Holy Paladins including Healing Hands (an AoE heal-over-time that is applied to all players standing near the paladin), Light of Dawn (a cone heal with a 30-yard range), as well as a new heal called Divine Light, which is similar to a priest’s Greater Heal, and the new instant heal mentioned above, Word of Glory.
As for the release of new talents builds, for those of us who aren’t lucky enough to witness them first hand, here’s a link to the MMO Champion version.
I’m going to stick with the holy side of the things, because I’m primarily a healer and this, after all, is primarily a healing blog. I’m also going to stick with the big picture and what stood out to me. I figure anyone who really cares about the nitty gritty details has already read (if not tested) them anyway.
Back to the dev chat news, in other words, we get a new bar (like a health or mana bar, and yes it’s currently supposed to be an actual bar and not cute circles on our screen) to record stacked up combo-like points as we cast Holy Shock, as we directly heal our Beacon target (via the Tower of Radiance talent) and possibly as we do other things. We’re then given Word of Glory, a get-out-of-jail free card for when there’s need to fill in one of the gaps caused by Holy Shock cooldowns.
More Bars, More Bars!
When I first heard of a Holy Power bar, I froze for a second, worried that my mana bar was being replaced. But no, they’re actually adding a new bar and not removing old bars. I like that. It gives us something else to keep our eyes on and to make the mental hamster run faster. It’s not too complex, after all, last I heard, Holy Power only stacked up to 3. 3 points is totally something I can keep track of.
Forcing us to use Holy Shock regularly, keeping track of Holy Power stacks and deciding when to use a finishing move is a small but welcome addition to the holy paladin thought process.
EDIT : In the comments, Esh, who’s been playing in the beta, reported that Holy Power is actually a buff icon and not a bar, at least at lower levels. It’s been assumed that Holy Power would be a bar due to a post by Ghostcrawler, but a buff icon certainly makes more sense.
Holy Shock: A Love Story
Personal confession time: I love Holy Shock. I’ve always loved Holy Shock. Holy Shock and I go way back. Holy Shock was the whole reason I specced Holy in the first place (hey I was new to the game and didn’t realize there were more efficient ways to deal damage). Though I eventually discovered it wasn’t the wonderful spell I had imagined, it’s still been there for me through all the hard times. Whenever I needed to quickly save someone without abandoning the tanks, it didn’t hesitate. It was my companion during all those ICC fights that had me casting and running (and cursing!) at the same time. It listened to all my problems and never laughed at me… Erm. Moving on.
In one sentence, it should come as no surprised that I’m thrilled to see Holy Shock finally getting the game mechanics buff it deserves.
Oh, and if adding importance to Holy Shock wasn’t enough, its mana cost is brought down to 8% from 18% and it helps with all the slow casting via the talents Infusion of Light and Speed of Light, somewhat replacing the current Light’s Grace.
There’s also a new spell, Holy Mending, that gives Holy Shock a small heal over time. 15% of a Holy Shock over 9 seconds seems a little silly, but, um, you know, at least they’re trying.
EDIT: Ryonar left an excellent comment that is unfortunately stuck in pending comment limbo. He pointed out that Holy Mending is already in the game: it’s the tier 8 2p bonus. The MMO Champion Paladin page makes it look like a skill trainable at level 80. It either a bug, or it’s becoming a permanent skill in the expansion.
Addressing the Movement Issue
Remember what I said about casting and running at the same time?
“Sorry, I couldn’t heal I was moving.”
How often has an embarrassed paladin said that following a premature tank death? (There’s also the slightly more disturbing “sorry, I couldn’t move I was healing”.)
To me, the new emphasis placed on Holy Shock, and the addition of Word of Glory, another instant heal, looks like an attempt to make movement more manageable. I’m curious to see how much assistance the final mechanics of Healing Hands and Light of Dawn end up providing to the current movement impaired paladin. As of now, both are instant and both seem to allow movement during the spell effect.
Healing Hands even increases movement speed by up to 60% when talented into Speed of Light. Being someone who staged a large protest when she couldn’t fit Pursuit of Justice into all her paladin specs, my stomach did summersaults when I discovers the good news.
Feelin’ Like a Paladin
Like druid healers and their tree forms, like shamans with their skirts, like priests with, um, whatever is meaningful to priests (normally I’d make a joke about priests always being dead, but for some reason, it feels like a bad idea to do that here), us paladins have a sense of identity too.
In our history, we’ve been blasphemized. We’ve been forced to wear certain pieces of mail gear because it was better itemized than plate. (Min/maxers even went as far as equipping the Meteor Chaser’s Raiment, which is made of toilet paper, of all things). Again and again, we’ve been sent to the back of the room with all the casters. Many of us were even deprived of shields, resigning ourselves to carrying orbs or lamps in our off-hands. The horrors just never end.
On top of it all, Cataclysm promises to lessen the differences between the healing classes, in an effort to promote Blizzard’s “blame the player not the class” campaign (or was it, “bring the player, not the class”? I can never get it straight.)
But you know what?
I’m ok with it.
Seriously. Healing Hands and Light of Dawn introduce some multi-target healing beyond the limitations of Beacon of Light and Glyph of Holy Light. Healing Hands and Holy Mending/Holy Shock also flirt with heals over time, another element lacking in paladin healing.
Yet, while the end results are similar from one class to another, our ways to reach those ends are tailored to our unique paladin interests (special little snowflakes that we are). The mechanics of our new spells encourage us to get up close and personal (hopefully, my stubborn plate wearing tendencies will finally be useful) and Holy Power…
Ah! Holy Power!
I can just picture my little paladin puffing up with zealousness as she casts, then unleashing it all in one blow.
Oh, and yes, I do agree with Rohan and a number of others in their preference for the term Zeal. The concept of Holy Power is terrific, the name Holy Power, however, makes me think of energy drinks.
But you know that when we’ve reduced ourselves to complaining about semantics, we’re finally getting some pretty promising Cataclysm news.
Bursting Bubbles
May 20, 2010 by Matticus
Filed under All Stories, Guest Posts
This is a guest post from Dwynwen, a Discipline Priest with some lessons to share. Be sure to visit her blog!
I’m one of many burned out 25 man raiders who have turned to 10’s to help minimize raiding impact on ‘real life’. I’d been at loose ends for a regular but casual raid for a few weeks after an alt run I’d been tanking fell apart.
When the call went out for a healer to join a better-geared 10 man ICC alt run, I offered my priest without really thinking about it and almost immediately wondered what the heck I’d done. In theory my priest was quite well geared to start ICC, wearing mostly 232 and 245 with a couple of PVP 264. The real problem was that I’d never really learned to heal in a raid as disc, and I wasn’t looking forward to attempting harder content than I’d ever tried on her before.

I had two major problems with discipline. One was of perception, and the other performance. Disc isn’t widely understood, at least on the servers I’ve played on. While the information is certainly out there if you look hard enough, holy priests are assumed to be the default and it takes a little digging to pull out the disc information from priest threads dominated by Circle of Healing. Worse, those who don’t know much about the differences between two specs judge us against our holy brothers and sisters, against which bar for throughput we haven’t a hope. I’d had quite a few bad experiences at the hands of PUG raid leaders who judged me purely on healing done, which does make my performance look appalling. Lacking the confidence to challenge this assumption, I tried to adopt a throughput-focused playstyle by using Prayer of Healing, Flash Heal, and Greater Heal. I struggled with mana issues and still performed poorly, and had added quite a bit of stress and anxiety for myself into the bargain.
In desperation, I respecced to holy expecting that to be the answer. I lasted half a heroic before teleporting back out to the trainer. I missed the powerful and dynamic playstyle that I’d fallen in love with in the battlegrounds, using every tool at my disposal to survive and claw my allies back from the abyss. I have the greatest respect for holy priests, but I regretfully concluded it was simply not for me.
Defeated, I stopped putting my hand up for raids. My confidence continued to take a beating from the usual abuse meted out to healers in LFG. Intellectually I knew full well the Paladin had killed himself by standing in a void zone, but with my faith in my abilities at such a low ebb I meekly dropped group to save them the trouble of a votekick and vowed to focus on PVP.
It’s probably understandable that after all of this I would be nervous about stepping into ICC. The first run I was healing with a druid who had a disc priest main. The druid took over healing assigns and she was confident in directing me. “We’ll get the Paladin to tank heal” she suggested, “so you can focus on raid healing with me.”
Raid heal? I didn’t think I could.
“Keep an eye on the tanks just in case we run into trouble, but focus on keeping bubble up on the raid.”
I followed her advice as best I could. The first four bosses passed without incident as I focused on learning this new playstyle. Without a healing meter that tracked absorbs I had no idea how well i was doing, but I soon found I felt far less anxiety and my mana problems went away. At first, my saviour complex had me leaping to direct heal DPS who were taking damage but I slowly learned to have faith in the bubble to hold them until the druid HOT’s could roll in.
To start with, I was quite sparing of the bubbles, only casting them over the whole raid when I knew raid-wide damage was about to occur. As started to see heal reports whispered from the druid that showed how powerful my absorbs were, I gradually learned the art of bubble spam. I modified my raid frames to show Weakened Soul, and aimed to keep it up on all members of the raid at all times. I made a mouseover macro for Power Word: Shield, and bound it to 1.
I learned to move almost constantly to keep myself out of damaging effects while still rotating through the raid, keeping up POM and throwing out Penance. I kept casting, throwing out Renew if I had nothing else to do. If I didn’t have mana problems, I pushed harder until I did. I started to get better at picking the times when direct healing was called for. Bubble-Spammer I am, but as the only healer in our raid able to break both fears on Blood Queen I gloried in throwing caution to the wind, stacking haste procs, and exploding out in Prayer of Healing to get the raid through. If that’s what it feels like to be a holy priest, I think I’m starting to understand.
If the mistakes I made were driven by the perception and attitudes of the community, so was the solution. I can credit good mentoring for most of my improvement. My druid friend gave me many tips, hints, and plenty of encouragement. Apparently this is as natural to her as breathing, because when I credited her with teaching me how to disc she scoffed and assured me I already could.
If only she knew.
There’s a certain truth however to what she says. I already possessed enough of the information I needed to raid successfully as disc, little bits here and there I’d gleaned in my wider reading. What I was really missing was the confidence to put into practice what I knew was right, and the numbers to back it up. Penance Priest, World of Matticus and Plus Heal have filled in some of the gaps for me here. The final piece though only dropped into place when I was provided with an environment where constructive criticism abounded in which to develop and learn.
I can wholeheartedly agree with "The ABC of Discipline Priesting" that playstyle makes far more difference than perfect stat itemisation, and I think it’s a message that many new disc can benefit from. I can assure you I could be gemmed with pure agility and still be performing better than I was before – and I’m not a bad player. I’ve raided 25 man content as progression over two expansions, and have always had a reputation in my guild as someone who hits hard above their gear level and follows direction well. It still took more than a few trial-and-error runs and a guide to gemming for me to finally shed my fear of disc’s perception and start learning to play well.
My gear is certainly not fabulously itemised at the moment – I’m high on haste and regen and low on crit according to the conventional wisdom, and the 200 hit rating and 150 resilience I’m carrying probably isn’t doing anyone any good. I had my reward for all my hard work and development though when, finally brave enough to enter a 25 man ICC PUG, I saw myself top the charts fight after fight against very geared healers. Winning the roll on Althor’s Abacus possibly assisted with the general feeling of benevolence to all humanity, but at the root I was thankful I could finally feel proud of my impact. Bubble is, after all, the ultimate heal snipe.
Of course, the meters don’t tell the whole story and that’s not really what I’m celebrating here. My sense of achievement comes not from indulging my saviour complex, or from the numbers on recount, but from a feeling of mastery of my class. Besides, it doesn’t matter how much you push to top the chart – you’ll still be outhealed by the hunter you killed with Mark of the Fallen Champion by meter-chasing instead of following your assigns.
Oops.
The Flash of Light Spec
January 25, 2010 by Matticus
Filed under All Stories, Guest Posts, Paladin Discussion
This is a guest post by @Dtotheug
What spec and glyphs should I should I use as a Holy Paladin for raiding?
That is a good question and really depends on how you want to play and what your role is in the raid. Currently there are two prevailing specs and each have their plus and minuses.
The first spec is the Flash of Light spec (51/5/15) which focuses on a bigger Flash of Light (FoL) heal, more mitigation via Sacred Shield (because Sacred Shield scales with Spell Power), increases the HoT effect of your Infusion of Light talent, and relies more on your healing spells to crit. The problem with this spec is that if you are not mostly using FoL you’re going to have to watch your mana pool closely because Holy Lights and Holy Shocks are going to eat through your mana pool.
This spec also greatly benefits from the four piece bonus of the T9 set which increases the HoT of your FoL by 100%. The major glyphs I would recommend if you are thinking about using this spec are Glyph of Seal of Light, Glyph of Beacon Light, and Glyph of Flash of Light.
Glyph of Seal of Light is a flat 5% increase to your healing spells and since you will be criting more with this spec (which means more mana being returned) you won’t have to worry about your mana as much, which means this glyph is going to benefit you more than the Glyph of Seal of Wisdom.
Glyph of Beacon of Light is chosen because it is going to add 30 seconds to Beacon of Light which means you don’t have to worry about it dropping off your target as quickly. In addition you won’t have to worry about trying to cast Beacon of Light and Sacred Shield (both have a 30 second durations) at the same time, it will also conserve some mana because you won’t be casting it as much, and plus it will let you focus on using your healing spells more.
Glyph of Flash of Light is a must have for this spec. It increases the crit chance of your Flash of Light by 5% which calculates out to a 1.5% mana return and a 2.5% increase on your Flash of Light heals.
If you are going to be the main tank healer in a 10-man or 25-man ICC raid I would suggest against this spec, you’re are going to be clicking FoL so much you may break your mouse. There are two situations when I would use this spec. The first is if this is my off-spec and I was running a 10-man or 25-man and if an extra healer was needed, I would step in. Between your Beacon of Light, Sacred Shield, and FoLs, this should give the other healers in your raid the buffer area they need to keep everyone topped off.
The other situation I would use this spec in is if I was backing up the main tank healer or helping with raid healing in a 25-man raid. Your FoLs will be filling in the gaps of the other healers and help keep everyone topped off.
EDIT: Forgot to mention there’s a part 2 coming
Healing Icecrown from a Druid’s Perspective – Part 2
January 13, 2010 by Thespius
Filed under All Stories, Druid discussion, Featured, Guest Posts, Icecrown Citadel, PvE Healing, Raid Strategy
This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.
Now that we got all that out of the way, it is time to get down to business. You didn’t really show up just to listen to me go on about glyphs, did you? No, you came to heal your branches off! One quick thing: Be sure to check out the comments in my previous article; there were some good suggestions for alternative point distribution.
Lord Marrowgar
So here we are, Lord Marrowgar, a very interesting challenge for healers. However, it does give Druids a chance to show off their ability to heal on the run. This can be a relatively hectic fight, so regardless of whether you are tank or raid healing, you will need to be tossing HoTs at some points during the fight.
Tank Healing
This is the easier of two roles against Marrowgar. During his initial phase and all the ones where he is not spinning all over the place, it is essentially a one tank fight. Since the nerf, Marrowgar does quit a bit less melee damage. So the damage your meat shield will be taking will be fairly minimal. This is pretty manageable for Trees, as we can keep the tank pretty well topped off with our HoTs.
One ability you need to be prepared for though is Saber Lash. Saber Lash is an ability similar to Koralon’s Meteor Fists, in which two tanks will need to stack in order to distribute the damage. Your healing priority will be the Main Tank followed by the Off-Tank after a Saber Lash. As a tree, you have the added benefit of hitting both with Wild Growth before topping off the Main Tank. Other than dodging the occasional slow-motion blue flames, there is not much to deal with during this phase.
Raid Healing
As stated above, this fight can be quite hectic for a raid healer. During the first phase you will have quite a bit to manage. In 10-player, one random player will be Bone Spiked. DPS will be turning to focus on getting the player down as quickly as possible. This presents two things for you as a raid healer. You obviously will need to be focusing on healing the spiked player. I’ve managed to safely keep them up with Rejuvenation and Swiftmend, though this can also be accomplished with a few Nourishes as well. The other thing is people taking Coldflame damage, as they will often be ignoring the flames to get the person off the spike. Again this is usually handled by tossing some Rejuvenations and Wild Growth, saving Swiftmend for anyone who stands in the fire just a bit too long.
The last thing you will be concerned with during the pre-Bone Storm phases is the aforementioned Coldflame. As the raid healer, you will be responsible for topping off anyone who doesn’t get out of the way of the flames quick enough. The damage it does is not too horrible as long as no one just stands there. Its actually more of a nuisance avoiding it yourself, as you will often need to decide between standing their long enough to finish casting a heal, or cutting it short to avoid taking too much damage yourself.
This phase is pretty similar for Druids regardless of your role. Marrowgar will become untauntable and spin around the room doing relatively minor AOE damage. It is still good to avoid him if possible, as it makes life a bit easier on all the healers. The big thing you will be dealing with is blue flames (of ice?) again. Only this time he drops 4 at a time. This phase is all about survival. Since you will be on the move during this, Druids will be arguably the best healer for this phase. This is where glyphs like Rapid Rejuvenation and Wild Growth start to shine in ICC. Just keep HoTs on everyone and toss Wild Growth on cooldown and you should be fine. Make sure to keep Swiftmend and your NS-HT macro at the ready in case anyone gets into trouble.
One last thing that the Tank Healer needs to consider is the position of the tanks during all chaos. The tanks will be sticking close to Marrowgar during Bone Storm in order to pick him up at the end of the phase. Not only will the tanks be taking a bit extra damage, but you will want to be nearby to keep the Main Tank healed up while everyone gets back to some semblance of order.
Lady Deathwhisper
The next boss in The Citadel is quite a bit easier on the healers than Marrowgar. If your group is good about staying out of Death and Decay and interrupting Frost Bolts, you won’t have to mash the keyboard nearly as much. For Druids, this fight is all about situational awareness and keeping in range of the players taking damage.
Phase 1
The key to Lady Deathwhisper is getting through her first phase. During this phase she will be behind a mana shield that DPS will need to burn through in between dealing with adds that spawn from either side of the room. After that, the fight is pretty much tank and spank. In my experience, this is the fight where you are most likely to only use 2 healers.
The mechanics of the adds are pretty complicated at times, so it is good to familiarize yourself with them. There will be times the tank and raid will be taking increased damage based on these mechanics. There is a lot of movement involved, so there will often be times you will have to drag your stump across the room to toss a heal or two.
There are a few other considerations during this phase. First, Adherents will place Curse of Torpor on random raid members that increases the cooldown of their abilities, so you will want to make sure you are decursing as often as possible. There will be a bit of randomness from the Death and Decay and Shadow Bolts, so be on the look out. Again, there is going to be some bouncing back and forth because of adds, so communicate with the other healer(s) to make sure you have all your bases covered.
Phase 2
Congratulations, you have made it through the hard part. After her shield is down she becomes tauntable, only has 3 million hit points, and the adds stop spawning. Since this is often 2-healed, you will more than likely be both on raid duty and tank duty. While this phase is pretty much tank and spank, there are some things going on that affect the healers.
The tanks will be swapping as Deathwhisper places a stacking debuff on the tank that reduces their threat. So you will want to keep an ear out for who is tanking her and focus your healing accordingly. She will still be dropping Death and Decay, as well as random frost bolts that should be interrupted. Finally, she will summon on non-targetable Vengeful Shade that will follow a player around and explode if it catches them. You will need to do your best to avoid them if they follow you, and be prepared to heal someone if they get caught (if they don’t get one-shotted). It’s a pretty quick phase though, and you will be on your way up the elevator in no time.
Gunship Battle
This is a gimmick fight through and through and is a lot of fun. There aren’t really a lot of important mechanics here for healers. Your gunship has two guns that you use to attack the enemy’s gunship. Occasionally, the opposing ship will summon a mage/sorcerer that will freeze your guns. You will then need to send some raid members over to kill it in order free up your cannons. Back on your own ship, mobs will appear through a portal that will need to be killed, while avoiding incoming rockets and axe-throwers.
Defenders
This is the easier of the two healing roles. Usually one tank and some ranged DPS will stay behind to deal with the enemy boarding party. The portal will spawn a Sergeant and some Marines. The Sergeant is the only one that really poses any threat, as he has pretty nasty Bladestorm and Wounding Strike abilities. Most of your healing will be focused on the tank, especially if you only have ranged DPS defending. Just be prepared to work a bit extra to overcome the -25% healing debuff.
Two other items of note: First, stay out of shinnies! Rockets will be coming over to your side and the big shiny circle on the ground is an indicator your in the path of said rocket. Be prepared to heal anyone who has yet to learn this golden rule of Warcraft. Second, keep an eye on your boarding party tank. They will be taking damage as they fly back over to your ship, and not every healer is as equipped to heal in the air as us Trees. I have seen quite a few tanks bite it on their way back over as they still have the aggro from the ranged mobs on the enemy ship. A well timed heal from you can be the thing that saves them.
Boarding Party
As the boarding party healer you got the short end of the branch (no, the bad tree jokes will not stop). You will be heading over to the enemy ship with most of the DPS and a Tank to take down the mage/sorcerer while fending off the general and adds. On your way over it will be a good idea to HoT up the tank, as things will be a bit chaotic when you first get over there.
The tank will be keeping the enemy commander busy why DPS take down the mage/sorcerer. Keep an eye out because the longer you are over there the stronger the enemy gets. This will cause everyone to take quite a bit of damage. As mentioned earlier, you will need to keep some heals on the tank as he will take some damage on his way back over. Probably a good idea to leave a Rejuvenation in case you need to toss an emergency Swiftmend on the return flight. Again, a fairly straightforward fight for healers.
Deathbringer Saurfang
Phew, here we are, the final encounter of the entrance to the Citadel. This is probably the most interesting fight so far. A lot of what you need to do as a healer will be determined by your group’s strategy, but Druids have a few things to keep in mind both as a tank or raid healer, regardless of how you handle Mark of the Fallen Champion.
Raid Healing
First, you do not have any way to stop the damage people will be taking like priests do. So your main role will be to heal up the damage that does get through. There are three mechanics that will be causing you trouble: Boiling Blood, Blood Nova and Mark of the Fallen Champion.
The first ability, Boiling Blood, will be case on a random raid target. If you have a Priest, they will mitigate a lot of the damage to avoid Saurfang building Blood Power. Its still a good idea, whether you have a Priest or not, to toss Rejuvenation on the Boiling Blood target to keep them topped off. The damage isn’t too bad, and one HoT should be enough to keep them safe.
Blood Nova can be more troublesome depending on how much melee you have. If this gets cast on one, a good amount of people will be taking damage. The player that get Blood Nova should run out of the raid to minimize damage and blood power gain. However, if they don’t get out in time, be prepared to throw out Wild Growth and a couple single target heals.
Finally, there is Mark of the Fallen Champion. How you handle this (if at all) is going to depend on your raid strategy. A lot of guilds, mine included, will just let that player die. This minimizes the buildup of blood power and puts a lot less stress on the healers. If you do decide to keep that person alive you will want to give them full HoTs. Yes, you may have to dust off Lifebloom for this one. I usually put up Rejuvenation and Regrowth, with a Swiftmend if needed.
Tank Healing
There is not nearly as much to deal with as a tank healer. The tanks will be switching when they gain the Rune of Blood debuff, so as per most two tank fights you will need to be paying attention. You will also need to be concerned if a player gets Blood Nova near the tank, which could cause a nasty damage spike. Your final obstacle is at 30%, where Saurfang will Frenzy. This means you need to get your stump in gear and heal faster! Other than that, he is business as usual for a tank healer.
—–
And that’s it! You’ve Stormed the Citadel. Just in time for the Plague Works to open. Thus is the life of a WoW player. In the next installment we will be covering healing Rotface, Festergut, and Putricide, all while avoiding getting any goo on your leaves.
Guest Post: Tanks and Healers Should Get The Biggest Rewards
January 7, 2010 by Matticus
Filed under All Stories, Guest Posts, Guild Topics, Loot Distribution
This is a guest post from We Fly Spitfires.
Tanks and healers are the most important classes for any group. Tanks set the pace of the group, the flow of experience and man the vanguard as they lead the team into battle. Healers mend the broken bones of their companions and keep the tanks a live – without the healers there could be no tanks and there could be no group. These are the two most important classes that exist in any MMORPG. But the DPS? They’re just meat in the room.
Look at it in terms of supply and demand and stress and responsibility. Tanks and healers are in consistent short supply whereas DPS are a dime a dozen. And there’s a reason for that. Tanking isn’t easy and it comes with a lot of pressure and responsibility. Do it right and the group will sing your praises for days to come yet do it badly and you’re on the receiving end of every criticism and jibe. Healing is much the same and also comes with it’s own set of stresses and strains. If the tank dies who gets the blame? Not the DPS classes that didn’t burn the mob down fast enough but the healer who didn’t heal well enough. They carry the heart and soul of the party on their shoulders and all of the difficulties that come with that.
And raiding? That’s even more stressful. Not only do we even already acknowledge the importance of tanks and healers in this situation. We have Main Tanks and even Main Healers but who’s ever heard of a Main DPS before? There’s a huge amount of pressure to do these jobs right. Sub-par DPS can join a raid (even if it’s not desirable) but sub-par tanks cannot tank one and poor healers cannot heal one.
All of this stands to reason that tanks and healers should get bigger rewards than anyone else. I mean, it’s in our culture to reward those that do the most and work the hardest, right? Call it a Tank or Healer Bonus, and a well deserved one at that. They are more important and necessary than anyone else, rarer to find, and they’re jobs are a lot tougher and far more stressful. They’re like the mommas and papas of any group, bringing the necessary order and structure. Without a tank there is no group, without a healer there is no group. DPS can just be picked up randomly as required.
I’ve got nothing against DPS. It’s fun and there’s nothing wrong with that but they simply don’t deserve the equality of rewards. Tanks and healer should get a little something extra on the side (maybe a nice ‘Thank You Drop’ from the boss mobs they fell) because they have the hardest and most demanding jobs and are traditionally the slowest to level up (unless you turn them into DPS). They require the most effort and who can argue that as a result they should get the biggest rewards?
Do you agree or disagree? Why or why not?
Healing Icecrown From a Druid’s Perspective – Part 1
December 30, 2009 by Thespius
Filed under All Stories, Druid discussion, Featured, Guest Posts, Icecrown Citadel, PvE Healing, Raid Strategy
This is a guest post by Epiphanize, a Resto Druid, and co-host of Raid Warning.
So you’ve just shaken the frost off of your branches and are staring down the entrance to Icecrown Citadel, the final raid of the Wrath of the Lich King expansion. You and nine of your closest guildies (or 9 random pugs if your unlucky) are ready to face the challenges that await you in your quest to take down Arthas. The first of these will be the bosses of the entrance to the Citadel. Before we get into strategies, let’s discuss a few things you should think about before trotting into The Frozen Throne. There have been some major changes to how Druids approach healing that are worth taking a look at.
Most trees are in the process of making the swap from crit-laden gear to stacking haste (or at least you should be – Bad tree, bad). This, along with the introduction of Glyph of Rapid Rejuvenation, has given us some new and interesting options. The goal of this article is to help you understand the changes to Druid healing and how it affects you prepare to confront the Lich King.
In addition to these changes, 10-mans can leave a lot of uncertainty, and raid composition will often force Druids to fill rolls they may not be best suited for. Your choice of glyphs and spec will depend a lot on role, personal preference, and playstyle. However, there is some general advice you can follow when making these decisions. I’ve done my best to try to gives options for popular playstyles and specs.
I’m Still a Crit Machine
If you are still very early in the process of swapping gear from crit to haste, you are probably using either Nourish or Regrowth as your main spell. Nourish is a slightly better spell in most realistic situations where you aren’t sure you will keep Regrowth’s hot up on at all times (Thats a discussion for another article). However, at this level of raiding, either spell should serve you well regardless of role. So use whatever your little wooden heart desires, just make sure to bring the appropriate glyph.
Next, I would recommend Glyph of Swiftmend. This is especially helpful in situations where you are spot healing the raid or attempting to 2 heal. It allows you to quickly save a DPS that may be taking sudden burst damage, or catch up on a tank you may have neglected for a moment. It is also a nice way to save on some mana. Plus a global cooldown wasted refreshing a HoT can often be the difference between life and temporary, virtual death. If mana is not a concern and you are comfortable relying on some of your other emergency options, you can go with both of the choices for your third glyph.
Your third glyph is really up to personal choice and should be based on your role as well as the encounter. Glyph of Wild Growth is always a safe bet, especially if you are helping raid heal. There are lots of scenarios where the whole raid is taking damage in ICC, and that extra target is a welcome buff. Glyph of Rejuvenation is also good but slightly weaker option, as there won’t be large chunks of time where the tank is under 50%. Thought this can shine in some encounters, especially with the 4 piece tier 9 set bonus. One thing to keep in mind is that the small amount Glyph of Rejuvenation can play in helping catch up, can easily be replaced by a Swiftmend, Nature’s Swiftness/Healing Touch, or even a Regrowth.
When it comes to talent choices with a Crit build, not much has changed since 3.2. Living Seed is a must in my book if you are going to be tank healing, and is also handy when dealing with Saurfang’s Mark of the Fallen Champion. This especially holds true due to Nature’s Bounty increasing the amount of Living Seed procs.
Another option that is good for tank healers, but is especially strong for raid healing, is Revitalize. While not a complete replacement for Replenishment, it is better than the complete lack of a regeneration buff. You should end up with something similar to 11/0/60 (full build here) with either 3 points in Living Seed or Revitalize depending on what tickles your fancy.
Crit Is So Last Month
If you are at or approaching the soft haste cap (856 without Celestial Focus, 735 with) Rejuvenation is now your baby. Blizzard has really made this our new bread and butter spell. With two strong glyphs, 4 piece tier 9, and the last two idols granting you spell power based on rejuvenation ticks, it is clear you should be using Rejuvenation liberally. This being said, Glyph of Rapid Rejuvenation is a must in my opinion. This is obviously slanted towards raid healing, though I’ve seen instances where it has come in handy as a tank healer. It also comes in useful for mechanics like Mark of the Fallen Champion where a glyphed Rejuvenation with 4 piece Tier 9 can often alone keep up the marked target with minimal management. ICC encounters seems to have been tuned to encourage the use of Glyphed Rejuvenation, as there are lots of dots and healing on the move.
If you plan on focusing more on your HoTs, the original Glyph of Rejuvenation is a good companion for the new Rapid Rejuvenation. It will take time for you to get used to how quickly you can heal up someone with this combo. Once your haste gets up there and you get down the timing, this combo is a very powerful option.
Glyph of Nourish is your other option for your second glyph. Some would even argue that Nourish is the main reason to stack haste, not Rapid Rejuvenation, as you will have a 1s cast time on Nourish. This, combined with a reduced global cooldown, should allow you to direct heal your stump off. This is also a perfectly viable options, especially at the 10-man level. I think its safe to leave this decision up to personal preference.
Of course you could always just use the above three glyphs and have the best of both worlds, which is what I have ultimately done. But if you are indecisive, Swiftmend will save some mana when you need a big direct heal. In the same vein, Wild Growth will give some HoT power to go along with those quick Nourishes. There really is a lot of flexibility here.
There is however, not so much when it comes to spec. For most people, you will be stuck going deep enough into the Balance tree to get Celestial Focus, that you will not have much of a choice but to go 18/0/53. Now as you progress through Icecrown you will be able to move those points out of Balance and back into the more useful Resto talents. Revitalize being a priority in my book due to the amount of Rejuvenation’s you will be tossing around. Where you go from there will depend on how often you decide to use you direct heals. Your build should look more like the crit 11/0/60 build..
Phew…Who knew when you signed up to heal as a sapling, you’d be in for so much homework? However, as long as Blizzard keeps being bipolar in regards to Druid healing mechanics, you better get used to it. Who knows, maybe if we cut back on the QQ they will give us new Tree Form models before the end of Cataclysm. Well, we can dream can’t we? In the next part of this article we will cover specific strategies for healing the first 4 bosses of Icecrown as a Tree.
Interview with Epic Advice
October 13, 2009 by Matticus
Filed under 20 Questions with Bloggers, All Stories, Featured
There’s a new Warcraft side to the community. It’s not really a Wiki. It’s not a directory. It’s not a news site or a blog. It’s nothing like those.
Welcome to Epic Advice! The premise is simple.
You ask questions and you receive answers from other players who might know. It’s entirely peer driven. There isn’t a single “authority†that has all the answers. Everyone pools their knowledge into answering questions. Sometimes it can be much more straightforward than browsing forums or wading through database sites to get a simple answer.
I managed to catch the team behind Epic Advice in a brief email interview to shed further light on their unique project.
So before we get on to talking about Epic Advice, I’m sure the community would love to hear more about you guys. Why don’t you introduce yourselves?
Corey: Introductions always seem so boring. I’m Corey – I own my own web development company, and do a lot of freelance programming/system administration.
Aaron: My name is Aaron, I work for an international association as their lead web developer developing and managing about 7 websites. I also work with Corey on the side, doing programming and design work.
I’m guessing you guys play WoW as well. What kind of characters do you play and what do you do in game?
Corey: I started playing WoW shortly after the beta, raided molten core with my friends, saw naxx at level 60, wrote the original PallyPower – and find it awesome that they still use my "buff grid", although my code was horrible and the new guy maintains it better. I did it all again towards the end of Burning Crusade. I haven’t been playing during WoTLK, I started my own company and needed all the time I could find. I hope that someday I can make enough money to pay myself to play this game again. I played many characters, but the best fun I ever had was being a 39 feral tauren druid pvp twink named ‘Cowbellie’. She eventually became quite the DPS cat.
Aaron: Many old school priests probably know me best by my priest, Jesta. I used to write a lot of shadow priest articles, before shadow priests were truly embraced. I am currently one of the GMs of a guild on Lightning’s Blade (US) called Untamed, we’ve cleared everything but Heroic Anub’arak, which were hoping to get this weekend! I also was the author of "VampWatch", which was a popular shadowpriest mod used to track how much mana restoration you were causing (back before Replenishment existed). Currently I am raiding on a DK named Jadra in my guild.

What exactly is Epic Advice about? It’s slipped under the radar for a while. When did it launch even?
Corey: You cheated – thats two questions.
Epic Advice is about World of Warcraft. It is a Question and Answer site, a knowledge exchange as it seems to have been dubbed. We hope to provide the community with a place to help ask and answer questions about World of Warcraft, from the early leveling process, to the cutting edge raiding instances.
It launched about 24 hours before you found us- It seems you’ve scooped everyone on this one. It hasn’t really been under the radar for long. We had been talking about the concept of doing a ‘Stack Overflow’ for WoW, have been playing with the idea of writing our own software to handle it. An opportunity occurred when Stack Exchange hit its beta. We could launch the site using their engine to see if it was something that the players even want us to work on.
Aaron: Yeah we launched on the night of the 6th, sorta told a few friends who told more friends, and um, this is where we are now. EpicAdvice’s goal is to try to create a centralized location to find answers about the game itself, and hopefully organize it so you can find what you need. The rest of it, corey seems to have summed up perfectly.

Who came up with the idea and how did the team get formed?
Corey: I can’t remember which of us mentioned it first, but I remember being instantly in love with the idea. I’d also like to say that the team has not fully formed yet. We will need more moderators, and hope to find a few good ones during this beta phase.
Aaron: I’ve known Corey for a long time, we’ve been friends for like, 8 years? Over the past year and a half or so, we’ve been doing work together and just advancing ourselves as programmers. We have a lot of pow-wows brainstorming web-application ideas and this happened to be one of them. I have a passion for WoW, just like I have a passion for programming, and this was the perfect project to get involved with to play off both sides of what I enjoy doing.
Where did the inspiration behind the site come from?
Corey: The amount of time we spend on Stack Overflow basically started the concept rolling.
Aaron: Couldn’t of said it better. Also the fact that the WoW forums are so unorganized and hard to find information in, which is the same problem that plagues a lot of programming forums. Since the release of StackOverflow, its been a lot easier to find programming related material. So, we took that concept and decided it would be an amazing fit for WoW.
The WoW forums generally aren’t known to be the best place to go to for help or advice without some guy coming along with a smartass remark. How do you plan to control trolls and the like?
Corey: Well, the cop-out answer is "we don’t". The idea behind the site is that the community will reward the positive, and punish the negative on its own. This site isn’t really for me to control, it is for the community to control. I just want to lay down a few basic rules and let the community decide from there. You build up reputation by providing good questions, or good answers. Hopefully the trolls and flames will get ignored or downvoted, while the informative and well-thought gain good reputation. We are not here to flame, we are here to answer and ask questions.
Aaron: He’s nailed it on the head, its up to the community to "down-vote" those trolls, which will cause them to lose reputation, and in-turn, lose privileges they may have on the site. It self-polices itself pretty well, and we will look hard at the system rules we have in place to see if we could tweak it more to fight the trolls. But for the time being, I think the community will police itself just fine.
What the current plans for the site? What kind of features can we look forward to in the future?
Corey: Right now – We are in a very early concept beta. We aren’t sure we are going to stick to the current engine behind the site – there are a few features we want to add that may not be possible within the Stack Exchange system, but we want to start asking/answering questions now to build up a good user base and community.
As far as what kind of features we plan on implementing. Thats where we want some of your input. There is already a question on epic advice about just that. Perhaps you should sign in and post an answer. We can also be reached via e-mail: team@epicadvice.com
Aaron: We also have some amazing ideas written up in our todo list for new features to implement, its just a matter of time before we can get to them. We both have real jobs, this is just a hobby right now more or less. We want to make it as easy as possible to talk, show, link and organize answers as possible. A rough "item linking" system is already in place (thanks WoWhead!), but we’d also like for people to be able to link characters from the armory, spell ranks, tag a question with a specific "patch version" and so forth.
There are a ton of ideas we have floating around and we will take the best approach possible to try to implement them.
Bonus stuff with Corey:
Favourite drink: Coffee (mountain dew a close second)
Favourite movie: Too many to mention.
If you had a million dollars, the first thing you would do is: Laugh
If you weren’t doing your current job, you would be a: WoW Player
Top 3 sites you frequent the most for fun:
1: Stack Overflow (http://stackoverflow.com/users/91914/gnarf – its my crossword puzzle collection)
2: XKCD
3: this space intentionally left blank
Your personal hero is: Underdog
Warcraft is like: Crack?
Any shoutouts? They know who they are.
Thanks for your time guys!
So if you have any burning questions or the desire to help, head over to Epic Advice! You may wish to check out the FAQ before doing anything.
Pass the Parcel: When Raiders Won’t Roll
October 5, 2009 by Matticus
Filed under All Stories, Featured, Guest Posts, Guild Topics, Loot Distribution, Policy
This is a guest post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find her twitter feed.
Loot.
Shiny items of [insert rainbow colour here] pot of gold goodness.
Many players actively strive to better their equipment and make that their main goal in the game. Better, stronger, faster, more purple pixels than before, able and willing to go forth and vanquish something corrupt for the good of Azeroth. Go on, admit it – we all want loot: if we didn’t, our characters would still be pattering around in recruit’s regalia and would be prone to splattering over the scenery as soon as they looked at an end game raid. Better gear is a must not only for those players who actively raid but also for the other people they raid with in order to aid smooth group progression. But what about the people who just… don’t go for loot?
Say a guild decides that they are ready for Trial of the Grand Crusader and choose to invite one of their regular and generally competent raid healers.
Call him Homer.
The catch is that Homer’s in Naxx25 kit and the Trial is, well, at Grand Crusader level. Homer struggles and there are a fair few deaths and extra strains being put on other raid members to keep the group alive. There is limited success and the road to progression is rocky; the guild is increasingly beset by much wailing and gnashing of hooves. These are effects which would quickly avalanche into morale killers and unnecessary wipes – and, the longer they continue, similar cracks may start appearing in the guild.
You might think that Homer would have better gear considering he is a good healer and turns up for raids regularly. Is he contending against 9 other clothies for his loot? I’d hope not unless their lock is an astonishingly good kiter. Has he been on runs plagued with plate drops? Not at all, he’s seen useable loot every week for the past six and counting. He just never rolls on loot. He’s been known to pass gear with twice as much spell power than his own in favour of the druid tank’s off off spec.
Twice.
Players like Homer are not as rare as you might think: I have seen many different players pass on loot which seems a boon giftwrapped for them from the loot gods.
What goes through a player like Homer’s mind? Perhaps one of the following:
I don’t need it as much as X does, give it to him. This reason is quite acceptable if it’s not a regular occurance. The player may just be a nice person – it’s sweet for players to occasionally pass loot for other team members and can bond the group together. But if a player regularly passes in favour of giving loot to others it may cause frustration and have other, deeper reasons behind it…
I have equal stats to [equivalent class] so I must be just as good without new loot. This reason can be somewhat deceptive and is the by product of a lack in knowledge of game mechanics and an over or underactive confidence. The player may truly believe what he’s saying, in which case nodding and smiling at him is probably the best initial reaction. On the other hand it may mean that the player doesn’t believe this at all and is trying to mask the fact that he’s hopelessly confused.
I use custom / old stat weightings and that item doesn’t fit. Not many items seem to. Stats are understood in different ways by different people – some people have trouble getting their head around them at all. Some players get a grip on stats and then hold on to that understanding for all time, even though stats change over time. These approaches are fine and can be addressed gently, starting with the basics – not everyone needs or wants to know the mathematics in depth.
I don’t understand loot and you’re waiting for a decision from me so give it to someone else already. Some players have never got a grip on loot at all. They may think that there is a complex maze of mathematics and stats behind understanding loot and be terrified of entering it. Alternatively they may not want to ask for help in case people think they are stupid. Whatever the case, these players may get easily irritated when attention is drawn to them during loot rolls.
I don’t have any interest in progressing this character but I’m relied upon to be here with this character. If this is the case the player will show no interest in anything to do with the run – gear progression, instance progression, tactic progression. They may become bitter and, gradually, an unreliable raider in more than the loot sense. They may also spoil for fights; in this situation regularly passing on loot would just be an indication that this player needs a break.
There are probably many other reasons but those are the main ones I’ve heard players use. All of these responses can lead to an uncomfortable atmosphere in the passing player’s group – just look at the effects Homer has on his guild’s progression run. Progression requires every member of the group to be of an equal standard in their role in order that the group knows they can trust and rely on one another. Homer’s loot behavior may inspire bitterness and futility in his healer teammates, for example; the longer it goes on the more uncertain they are whether they will have to keep an eye on picking up Homer’s role.
A player who is in this situation regarding loot is also likely to be feeling uncomfortable himself. Whatever his reason for passing on loot regularly, Homer is likely to be aware that it is creating tension. He may also feel cornered and not know how or whom to talk to about it: he has, to his mind, a good reason for passing on loot but his group members’ teeth are wearing into dust and their hooves getting chipped. He may realize that on some level he is letting the group down. This may lead to a drop in his performance and skill level, and potentially to a voluntary or forced drop from the raid team.
A player’s reason for constantly passing, whatever it may be, is their reason – not an excuse. It should not be ridiculed or dismissed out of hand by anyone in the group, including themselves. Neither should a blind eye be turned to this behavior if it is causing tension in the group. I think it should be brought into the open and discussed in a supportive manner, either as a team if everyone is comfortable to do so, or one to one between the player and either an officer or someone who is close to the player, who is comfortable being a mediator. Most of the reasons listed above are easily addressed – the second, third and fourth could all be eased through a variety of methods. The player might be directed to theorycrafting sites such as Elitist Jerks to read around their class in order to nourish or update their understanding of it. They might be encouraged to start playing with sites such as Lootrank, Warcrafter or download Rawr. Class group discussions and workshops could be run within the guild. Hell, a few patient players in the guild might take it upon themselves to run a few more relaxed instances with Homer to have him learn more about his class or become more used to loot rolling in a less stressful environment.
The fourth and fifth reasons listed above are the most worrying ones for a guild. Those are the ones which most quickly lead to a player feeling like they are being forced to do something they don’t want to, and becoming alienated from the guild. The player knows he is relied upon and this fact becomes a burden. He becomes more stressed and disinterested with varying reactions depending on his personality: the progression path gets rockier for everyone on it.
In my opinion it is crucial to watch out for raiders repeatedly passing on loot. I’d say that from a raid leader’s perspective it’s important to open those lines of dialogue with a Homer-like player and get an idea of his mindset and what should, if anything, be done about it: Obviously as a raid leader you don’t want to be stuck with a player whose loot behaviour holds the rest of the group back and causes cracks to appear.
Of course, depending on your agreed loot set up, as a raid leader you could simply give loot you consider beneficial to the player even if he passes on it, but that may cause its own problems. Will the player feel even more cornered and forced to do something they don’t want to? Probably. Will they and other group members loose or gain respect for you and the loot system and will it cause more cracks or cement over old ones? Probably the former. Do you, in fact, know better than the player himself?
So if you know someone who regularly passes on loot – or are someone in that situation – get talking about it. There’s no shame in not understanding something and the mechanics of WoW are too vast and perhaps fluid to be nailed down in one in one brain at any one time. Whether you’re Homer or Homer’s group member you may just learn something about another class or person and become a closer, better, faster – more purple – group for it.
I’d be interested to hear what you think, too – be you the uncomfortable Homer, the gnashing group member, the exasperated raid leader/officer – or you’ve seen it before, from afar, and pondered on the subject. Do you think loot passing is something which happens often? Something which is a taboo subject, especially in raiding guilds? Something which shouldn’t happen if the guild or group is set up correctly? How do you think this kind of loot behaviour should be addressed – with sidelining or discussion and support?
The Hybrid Pedigree
September 28, 2009 by Matticus
Filed under All Stories, Guest Posts
This is a guest post by Mimetir, an oversized owl of a raid leader on The Venture Co (EU). You can find her twitter feed at http://twitter.com/juddr.
I understood little about the game back when I was a young whippersnapper of a hammer-wielding paladin but I did know that those rather unfriendly zombies were hitting my party real hard now and I’d better cast that flashy light spell because no-one else did anything similar. Nowadays my boomkin suspects her claws are actually roots given the amount of times she’s dropped out of form to heal at a critical point. On the rare occasions my guild’s feral gets to DPS, he often finds himself bearing up and growling things off of the clothies. Even so, I regularly hear players bemoan that the hybrid classes are forgetting their utility and simply focusing on their single, chosen role. These comments usually come after an unsuccessful event or fight; a little help in healing from the paladin might have given the edge, or if the cat had just engaged bear’s-behind mode to help the overwhelmed tank out for a few seconds… A hybrid forgetting their flexibility just like a warlock forgetting to soulstone a healer. It’s something so integral to their class that they should do it automatically.
Hybrid classes allow a player to perform any and all of the three roles a group may require. Need a tank, DPS or healer? I can do all of those, says your paladin, druid or shaman. Admittedly the shaman can only tank under certain circumstances such as pre-60 instances, but this flexibility is something which makes these classes very popular choices for groups and also for players. Data shows that many players choose the paladin class, second only to the death knight – no surprise given the surge of DK mains when WotLK hit.
Still, some players are not able or willing to play a class to its full hybrid potential. I think there are three types of hybrid players:
- Those who are able to play different roles or specs for a sustained length of time – these are more common since the availability of dual spec
- Those who are able to respond to a situation by switching into another playstyle and back out at the drop of a hat
- Those who cannot or refuse to do either of these things and focus on one task.
I’ve said that a hybrid should know their class’ utility backwards – but should they? If hybrid players are a minority now this suggests that they are a dying breed. WoW is a lot easier to play than its previous incarnations, quibble as you like over the finer points. Perhaps gameplay no longer requires sharp hybrids with an eye always on utilizing their out-of-spec abilities. Mayhap the game has made facerolling, overpowered roles the hero of the day and has sidelined hybrid utility as a luxury addition to a raid. That would certainly explain why there seem to be less active hybrid players out there: Look, we are indeed all just DPS. Do you, as a raid leader or officer, notice more if your hybrid classes or your top DPS dies early on?
Raid setup is a lot more flexible nowadays and most encounters can be downed by any combination of characters. I have heard that level 60 raid setup required a lot more thought and arguably a different approach from the player to what they could contribute with their class. I often wonder whether a willingness to change roles at the drop of a hat is a long-term satisfying playstyle for hybrid classes. The cons spring to mind immediately. Two healers just went down; you the boomkin needs to heal, while the feral waits for an opportune moment to combat resurrect the tree. There goes your rotation. There goes your proc and DPS concentration. There goes the raid’s moonkin aura; the new order of the day is the stress of switching mental gears and trying to find your healing spells in order to keep the raid up. Your place on the DPS meter – sixth of ten. Yet again. Nevermind.
That shouldn’t matter of course – you have just saved the raid from a potential wipe: congrats, have a pat on the feathery back. Now get back to eclipsing.
Having a pivotal role in averting a wipe can be hugely satisfying. I would bet, though, that many hybrids find it wearisome to keep doing so. Speccing into a particular role means that you enjoy doing that and intend to do your best at it. A player constantly carrying the hybrid "millstone" may find that they don’t meet their own spec specific targets or feel that they are achieving their best. It can also be argued that WoW is a more competitive place than it used to be and many players no longer look deeper at performance than your DPS done during a fight, no mind that you spent half of it healing. That, too, can lead to friction in a group and for some players a disinclination to perform hybrid tasks or play that character at all – these are things which should be watched by both the player themselves and a prudent raid leader.
That said I believe that successful hybrids are still prized raid members. if you can perform whatever is needed without a moment’s notice then you may get a reputation as reliable and a quick thinker – attributes likely to get you a spot in the raid as much as the top DPSer of your guild. And wearisome though the millstone may be, it’s there as a reminder that you’re playing one of the most situationally flexible classes in WoW and that there are always new tricks to learn for a jack of all trades. What do you think? Do hybrid players play their classes as well as they could? Do you as a hybrid enjoy being pulled from pillar to post? Do your hybrid raiders matter more as flexible players or solid DPSers?
Bubbles and Crits: Paladins from 3.0 to 3.2
September 15, 2009 by Matticus
Filed under All Stories, Guest Posts, Paladin Discussion, PvE Healing
This is a guest post by jeffo, a Paladin blogger from Looking For More.
Before there is Cataclysm there was a cataclysm – a massive overhaul to WoW that patch 3.0.2 brought to the game. From this Holy Paladin’s perspective, these changes were more than welcome and, once I got used to 40-yard judgments, a spell that would let me heal two(!) targets at once and a greatly streamlined judgment system, I was in good shape. The road to level 80 also brought us a shield and a new mechanism for regenerating a lot of mana over a short period of time. The revisions to all three Paladin trees made many Holy Paladins rethink where their non-Holy points should be invested.
Prior to 3.0.2 most Holydins would go into Protection tree, primarily with the aim of picking up Blessing of Kings. With Wrath out most Holy Paladins decided to dig instead into the Retribution tree, picking up talents that increased spell crit by 8%. Although Kings remained in the same location in the Protection tree, the shuffling of talents around it made this build pale in comparison to a Holy/Ret spec. The crit talents took advantage of one of our key talents, Illumination, and enabled Holydins to stack Intellect, load up on crit gear, and Holy Light-spam our way through Naxxramas into Ulduar. Even as we watched a shameful moment in paladin history (Arthas disbanding the Silver Hand and sending Uther home in disgrace in Old Stratholme), healing Paladins seemed to be entering into a Golden Age, topping meters and putting out prodigious amounts of healing while our fellow healers were running dry.
Storm clouds appeared on the horizon in May when Ghostcrawler dropped the first hint that Blizzard was looking at nerfing Illumination. This touched off a vigorous debate on Plusheal.com (as opposed to the O-Boards, where it spawned much QQ from Paladins, and much ‘lol, nerf pallies, QQ moar’ from everyone else) about what this would mean if the change went through, though many seemed to believe that it wouldn’t.
It did.
On June 18, the news was announced, and it was even worse than we had imagined: Not only did the mana return from Illumination get cut in half, one of our key talents, Divine Intellect, was also getting cut by 5% at max level. Combined with an across-the-board nerf to Replenishment, it appeared that Holy Paladins were getting nerfed ‘to the ground, baby’ (sorry, can’t resist borrowing that quote from our favorite crab). Anguish and anger ruled the day on the O-Boards. We were going to be crippled, we were going to be benched. Never mind the huge buff to Beacon of Light (and it is huge), never mind the Flash of Light over Time effect on Sacred Shielded targets: Rerolls were incoming, subscriptions were being canceled. The Golden Age of the Paladin was over.
Or was it?
April’s Patch 3.1 introduced some new wrinkles that may well have been designed to lure healers out of the Ret tree: Divinity and Divine Sacrifice. With the nerfs incoming in patch 3.2, a number of Paladins began eyeballing and experimenting with Holy/Protection as an alternative. Siha at Banana Shoulders predicted on July 21st that a Holy/Prot spec would become the favored spec while other Paladin deeper in Ulduar than I were looking at this spec as a way to mitigate some of the high raid-wide damage seen in fights like Mimiron. Sadly, despite the theorycrafting that was going on, few people who were actually IN the PTR were posting their experiences with any real numbers. Instead, we got a mix of ‘it’s not too bad’ and ‘it sucks, I’m re-rolling’, so we were left to wait, wonder and speculate. Much of the speculation focused on whether or not the sky would fall when the patch went live.
Patch Goes Live, Sky Does Not Fall!
Just before the patch hit I dropped my 1000 gold on dual-spec training and created…a second healing spec. I went with a 51/20/0 ‘Bubble spec’, figuring there was no getting around the nerfs and that I was going to have to get used to it. A funny thing happened to me: I’ve been using the bubble spec almost exclusively ever since. A one-minute Sacred Shield is nice, and Divine Sacrifice is a very strong talent (provided I don’t inadvertently kill myself with it). I do miss not seeing quite as many BIG, GREEN NUMBERS as I used to, but with raid buffs I’m still typically critting well over thirty percent of the time, and have hit 40+% on some fights.
But what about the mana? Prior to 3.2 in my Crit spec, I was getting around 40% of my total mana regeneration from Illumination; Replenishment was a distant second at ~30%. Both were getting cut drastically in the patch, and switching to a Bubble spec would make my crit drop by another 8% or so – would I be able to heal, or would I find myself starved for mana?
In short, my mana is fine! Despite the fact that in bubble spec Illumination now only makes up 15-17% mana return, and Replenishment returns now seem to fall in the 25% range, I have had virtually no issues with mana to date. Even on fights where I find myself having to bomb Holy Lights, I’m not the healer that calls ‘Out of mana’ over vent – that doesn’t happen for me unless something’s gone very, very wrong in our raid. How can this be? I believe it’s due to a combination of the following:
- High crit rate: Despite the loss of 8% crit through my respec and the 50% Illumination nerf, I’m still regaining plenty of mana through crits. Unbuffed I stand at 27% Holy crit; with full raid buffs, I’m still typically critting on 40% of my heals.
- Guardian, Sacrifice and Shield: With 2 points in Divine Guardian, Sacred Shield lasts one minute (as opposed to 30 seconds untalented), and absorbs 20% more damage per hit. Divine Sacrifice can eat up a pretty high amount of damage every two minutes. Fewer shield refreshes, more damage absorbed = mana savings.
- Play Style: Three big things in this category: First, I’ve become better about finding safe spots in fights to use Divine Plea; second, I’m getting back into the habit of using Divine Illumination whenever I can (I used to use it pretty much every cooldown, but got out of the habit since the expansion, simply because I didn’t need it); third, where I’ve traditionally done my healing from 40 yards away, I will now be found a little more often around the bosses’ feet. A single swing with Seal of Wisdom active can get you enough mana for your next Holy Light, depending on the size of your mana pool.
Based on my experience, Bubbledins seem to be faring pretty well so far: we can still put out very large numbers and our mana seems to hold up well over long, healing intensive fights. I think that it actually makes us a more well-rounded healer than we were heading into the patch. But what about the holdouts? The nerfs seemed to be aimed pretty squarely at Int-stacking, Crit-bombing, Holy retadins, and there’s still a lot of them out there. For my next act (Matt willing) I will take a look at some numbers and reports from my critting cousins. A bit more research is in order, and it may mean taking the Crit spec back out of the garage and into Ulduar again – should be fun!










I'm Matticus and I play a Dwarf Priest. My home is in Conquest, a raiding Guild that I have founded. Every week, I log 12 hours raiding on Ner'Zhul.
Wynthea is the Troll Priest with the best Mohawk on Firetree. Currently, I raid 4 nights a week in a hardcore guild. I started playing WoW in May 2005, and raiding end-game in May 2007. My guild is currently working through 25-man WotLK content. I've tried playing other classes, but Priests are my passion. I am extremely fond of Dwarves.... especially with Ketchup.
My name is Sydera and I like to heal things--think Florence Nightingale with foliage. I play a night elf druid on Ner'Zhul, and I raid 12 hours a week. As a guild officer for Conquest, I coordinate healing and recruit new raiders. I started playing WoW in Fall 2005, and it was love at first click. Before I discovered the joys of Broccoli-stalk healing, I raided as a holy paladin, and I now have alts in all healing classes. I have to say, though, bark beats poofy dresses and heavy plate in my book.