Discipline’s Tier 10 4-piece Joke

Haha!  Hey!  Hey!  I got a great one for ya! 

“What do you call a 5% buff to Power Word: Shield?”

“Insignificant.”

Wait!  I got another one!

“Name something fun, interesting, and awesome that gets replaced by something as mundane as a bowl of rocks?”

“The Priest Tier 10 4-piece Set Bonus.”

Let’s bring everyone up to speed.  Not all priests are at a place where they can experience, or even look forward to the set bonuses of the current tier.  The current Tier 10 4-piece is as follows:

Your Circle of Healing and Penance spells have a 20% chance to cause your next Flash Heal cast within 6 sec to reset the cooldown on your Circle of Healing and Penance spells.

Avalonna at talesofapriest.com has a great write-up of how beneficial this was to Holy Priests.  Now, I have very little knowledge of Holy, since I’m primarily (and almost solely) Discipline.

From a Discipline standpoint, this was amazing as a tank healer, or even a Discipline raid healer.  Follow me on this one, as it’s my first attempt at something resembling theory-crafting.  I apologize in advance if my numbers are off a little bit.

The “Math”

Penance is 16% of your base mana.  You get 3 pulses of healing.  I can crit all 3 for ~14k.  Flash Heal is 18% of your base mana.  With Glyph of Flash Heal and Improved Flash Heal, it’s less.  I can crit and get about ~9k (with a 3-stack of Grace).  Penance is relatively cheap, and heals more than Flash Heal.

With full raid buffs and the Borrowed Time proc, my Flash Heal cast is ~1 second.  With Glyph of Penance, the cooldown is down to 8 seconds (thanks to the lovely Penance nerf we had a while back).  So, you’re telling me I have a chance to reset an 8 second cooldown with a 1 second cast?  Yes, please! 

Not to mention that Avalonna also points out in her post that this Flash Heal! proc doesn’t have an internal cooldown.  It’s possible that you can have a string of Flash Heal -> Penance -> Flash Heal -> Penance -> etc. etc.  Even without worrying about Grace, this becomes pretty powerful. 

The Fun

When I was first looking at the likelihood of getting my Tier 10 set, I was salivating at the mouth for a cool and interesting 4-piece bonus.  Look at what we’ve had in the past:

Tier 7 – Reduces Greater Heal cost by 5%. (Discipline doesn’t really utilize this in most circumstances.)

Tier 8 – Casting PW:Shield grants 250 spellpower for 5 seconds. (Obviously useful for Discipline.  Kinda “meh” for Holy.)

Tier 9 – Increases Divine Aegis and the initial hit of Empowered Renew by 10%. (Blizzard gets the idea to involve both specs.  Still, marginal increase.)

So finally, we get a Tier bonus that’s interesting, challenging to work with, and it gets tossed under the bus.  If it was deemed overpowered, a simple fix would be to either shorten the window needed to cast the Flash Heal, or reduce the chance for it to proc to less than 20%.  I feel that completely redesigning it was a bad move on Blizzard’s case.  People need to understand that this game is organic.  I personally enjoy having to tweak my playstyle a bit to get more “oomph” out of my healing.  The Tier 7 set had me speccing into Divine Fury and utilizing a Borrowed Time-hasted Greater Heal for a while.

The Replacement

Our incoming Tier 10 4-piece set:

This bonus now increases the effectiveness of the caster’s Power Word: Shield and Renew spells by 5%.

Sorry, I just gagged a little while reading it again.  Blizzard has gone the “easy route” and just given us a static stat increase.  As far as Discipline goes, it’s a sad one at that.  Thanks to math from Zusterke, I’m able to whip out some numbers for you.

Let’s say you have 3000 spellpower, raid-buffed or not.  Your glyphed Power Word: Shield will total 8,813 (as of right now).  At 3200 spellpower, it’s 9,177. 

With this new “buff”, those numbers change to 9,254 and 9,636, respectively.  You’re looking at a 441 and 459 jump.  Even at 4000 spellpower, you’re only increasing your shield by 532 points of absorption.  With how bosses and mobs hit, this is hardly worth even considering. 

Even if you’re able to keep up PW:S on the raid the WHOLE time, you’re preventing only ~11,500 extra damage every 15 seconds. 

Hence, this bonus is far from worth it to me.  Dawn Moore wrote up on WoW.com her initial thoughts on the changes.  She writes:

“Still, the buff is exceptionally good. The only problem with it is that so many priests who turned their back on the tier gear for other badge items (such as shadow’s tier gear) with better itemization are now going to be screaming bloody murder.”

I disagree with the phrases “buff is exceptionally good”, “only problem”, and….well, hell, I disagree with her.  I really don’t know any Priests that I game with or interact with in the blog/twitter communities that were against the original set bonus.  If anything, those that were on the fence about the bonus were quick fans once they actually acquired the bonus.  This news of “4-piece hatred” came out of nowhere, as far as I’m concerned. 

Then again, I’m just one person.  It looks like I’ll be going the route of dropped loot, crafted pieces, and off-set badge gear.  This particular Priest isn’t too thrilled about the change.

Other Thoughts:

Lilitharien from Divine Aegis

Bati from Holy Nova NOW!

Miss Medicina’s “To Bonus or Not to Bonus”

How do you feel about it? How does this affect your gearing strategy as you make your way through the content?

Email: elder.thespius@gmail.com | Twitter: @Thespius

 

Are Easier Heroics Better in the Long Run?

Image Courtesy of Geico Insurance

The patch 3.3.2 includes a few amendments to Heroic Dungeons and how they’re played.  Entire packs of mobs are being deleted.  Bosses abilities are being shortened or being made less frequent.  Fight mechanics are being made easier.  In essence, Blizzard is giving us more opportunities to blow through these dungeons with little to no effort.

I’m an educator at heart.  Seeing as though my life “endgame” is to be at the front of a classroom, it’s important to me that people learn the skills necessary to go through life.  How to write a proper business letter, how to analyze a novel or article, or how to put your thoughts in order and present them in a proper argument.

How does this translate into WoW?  Teaching players how to follow a kill order, how to manage small and large cooldowns, or how to CC a mob.  Remember some of the cardinal rules of this game that we’ve all learned?

  • If the ground changes, get out of it. Pretty standard stuff, except for rare circumstances
  • If the boss starts spinning with his huge weapon, move away from it.
  • If a really annoying mob is causing havoc, CC it. If possible, avoid DoT’ing it.

We learn these the hard way.  And, we have to utilize and execute what we’ve learned in the current content.  Ground changes?  Sounds like Rotface’s ooze pools on the ground.  Spinning mobs?  Marrowgar.  The need to CC a mob?  The mind controls in Lady Deathwhisper.

“You are not prepared!”

With the level of difficulty amongst the endgame content, more and more groups are getting frustrated with the lack of skill within the community of 80s.  I equate this to meeting people in the real world that don’t demonstrate even a sliver of mastery of their native language (slang and colloquialisms are fun choices but shouldn’t be your foundation).  How do you get through school without being able to speak or write properly?  How do you get to start raiding without having a knowledge of the fundementals?

Take Ahn’kahet (AKA “Old Kingdom”) for example.  Jedoga Shadowseeker is the boss that floats in the air, summoning an add to sacrifice.  If she succeeds, she hits a temporary enrage.  I remember wiping to that when people first started doing heroics.  The tank had to manage a cooldown; the healer was spamming big heals. This fight demonstrated the need for DPS to turn up the heat to down the add.  Even I as a healer would Smite/Lightning Bolt the add.

Now, it seems that Madame Shadowseeker only does this once.  Does this just mean everyone blows all their cooldowns (Shield Wall, Survival Instincts, Frenzied Regeneration, etc) to endure her short enrage and then they’re done?  The key to earning respect as a player with me is demonstrate a finesse of your skills, not be all RAWR OMG WTFBBQ DPSPWNAGE!!  You can be great player and still utilize all of your classes abilities efficiently.

“Time is of the essence!”

As these Heroics are being made easier and easier, that means people will be blowing through them faster and faster.  Making the value of the gear that people are getting lower and lower.  Follow this math:

Average of 4 badges (+ 2 from random) = 6 badges per run.

Clearing an instance in 15 minutes means 24 emblems an hour.

A whole set of T9 costs 210 emblems.

210 emblems / 24 emblems per hour = 8.75 hours.

Even if you play 3 hours/day, you could have full tier 9 in 3 days.

Given that, do I think it’s possible to really have a grasp of how to exist in a raid setting, possibly having an aspect of the fight rest on your shoulders?  I won’t say a flat-out “no”, but I’m hesitant.  I learned how to play my class through dungeons and heroics.  A fight like Rotface or Blood Princes is going to confuse players that haven’t had the ability to build an understanding of their class.

Consider it a slightly less horrifying version of a person who just bought their character on eBay that day.  Regardless if you’re a completely new player, or just levelling an alt, I fear that we’re starting to lose the building blocks to being a good raider to the ease of too much convenience.  (Sidenote: Notice I said “too much”.  I’m all for crafting the game so everyone has a shot, but there is a point when it goes too far.  I don’t want to go back to the days of needing to run alts through Karazhan to begin the gearing process for Black Temple.)

It’s like the economy (I know, a touchy subject).  If you start pumping more gear into the game faster, it devalues what’s already out there.  I guess the good thing is that people will be less freaked out by GearScore.  If everyone has a high gear score, more emphasis will need to be placed on player skill.  What good is a high GearScore if everyone has it?

“Lazy Sunday!”

“…WAKE UP IN THE LATE AFTERNOON!”  Sorry, a little sidetracked.  I love that skit.

Anyways, with Blizzard making things easier and easier, I fear they’re going too far.  ICC trash is already becoming AOE-able.  People are complaining about there being too much trash (yet, people complained about Trial of the Crusader not having ANY trash and being too boring).  Oculus is getting even bigger rewards.

I don’t want this game to become “just go in and blow stuff up”.  I like the challenge.  I like the dedication.  I like the workout.  I like the strategy.  Do I know how to create a balance with this?  Of course not.  If I did, I would be working for Blizzard.  I just don’t want the laziest crowd in the game to win over the hearts and minds of the game designers.

Now, I enjoy the mechanic of earlier ICC wings getting easier over time, allowing less progressed guilds to see the endgame content, but the latest epidemic of clueless raiders is troublesome to me.  How do you make the game more appealing to everyone, while still teaching those fundemental rules that we’ve all learned over the years?

What do you think?  Do you feel heroics are being made too easy?  How do you promote an understanding of class and basic fight mechanics amongst your raiders?

Shaman Tier 10 Lodur’s Thoughts

huge-sh_small

So where has Lodur been you might be asking? Well I’ve been a busy Shaman. For those of you who may not know I am now the co-host of a weekly podcast called For The Lore. We transmit every week live on Monday’s at 6:45pm EST over at our Ustream Channel. We cover all aspects of modern gaming and some of the old school, we talk about more then just the lore of these games but the story is honestly a big part of why we play these games. Needless to say I’ve been quite busy with that and keeping the ball rolling over there. If you have time feel free to check us out live Monday evening’s or download us for free through iTunes and listen to your friendly neighborhood Shaman speak his mind.

Now while I have been busy with that among several other projects, I have not been living under a rock. I did see the Shaman tier 10 models and I dare say that Blizzard put it up rather shortly after my Cardboard Samurai post because I think they realized the natives were restless ;) Lets take a look at it in it’s full glory shall we?

huge-sh

This thing kicks allllllll kinds of tail in my opinion. Personally I think we won Tier 10. It’s stylish, the color scheme is awesome the placement of the ice is tasteful and well…lets be honest the shoulder effect is about as sweet as I’ve seen since Warlock Tier 6 bat wings. The only other armor set for tier 10 that comes close is the Warriors, but even that falls short in my opinion. Compare tier 10’s look to tier 9’s

mmocwow-t9a_shaman1-450x281

Aside from the kilt, this set is identical to the hunters tier 9. It didn’t look very shamanistic, and to be honest it was pretty ugly. I wish I could hide my t9 or have a vanity set shown over it because it’s not that great. Tier 10 feels very shamanistic, lets not forget that Ner’zhul was a shaman before he became the lich king, so the tier 10 armor has this erie shamanistic feel to it. It has the icicles around it randomly for the elemental feel of water, and the bones are that of what appears to be a Shoveltusk. Stags, Talbuk and Shoveltusk have always been representations for the Spirit of the hunt or spirit of the wild for shaman, so it seems only fitting to have not only their bones but the spirtual image of them pushing outwards from the shoulders.

I’m impressed and honestly very very happy with it. I think this was blizzards way of saying “we’re sorry for tier 9 guys, here… look awesome” and I say to them. Thank you. I’m quite pleased with how tier 10 came out.

What about you guys? What do you think about the Shaman tier 10? Think it looks good, bad, meh?

until next time, happy healing

Sig

all images courtesy of MMO-Champion.com

Oculus Gets a Facelift

OCULUS

Image credited to Blizzard Entertainment

Since the days of Burning Crusade, we’ve seen the rise of the Heroic.  Five brave heroes banding together to take on our favorite dungeons, but the foes are much more formidable.  The badges/emblems, the epic loot, the reputation, the Nether/Orb, and the Heroic Daily.  These have become staples of our WoW community.

My personal favorite?  In BC, I loved Shadow Labs.  People whined about it taking too long, but I loved it.  In WotLK, it’s hard to choose a favorite.  Nexus, Utgarde Pinnacle, and Halls of Lightning certainly rank among my favorites.

However, as a WoW player from any walk of life, you’ve probably been a part of this conversation:

“Hey, does anyone wanna do the daily?”

“Sure, I’ll go!  I still need emblems for my heirloom piece.”

“Yeah, me too!”

“Has anyone checked what the daily is?”

“Lemme check.”

(Pause for dramatic effect)

“Oculus.”

“….F*** that.”

“Yeah, forget it.”

Oculus is the second dungeon in Coldarra, the subregion in northwest Borean Tundra.  There it sits, laughing at all of us.  It touts itself as the most hated heroic we’ve ever set foot in.  Even Heroic Shattered Halls was manageable once you got geared enough.

Trouble usually comes from coordination and orientation.  Being the first 5-man to introduce flying mounts, I’m grateful that I can’t lose my driver’s license by the horrible flying I do in Oculus.  And trying to get a PUG, or even a late-night group of post-raid guildies, into a focused mindset to handle the rotation needed to down Eregos is a chore unto itself.

Combined with a slew of other issues we’ve all come to hate, Oculus has become the least-run Heroic in the game.  People loathe it.  Forums and blogs feed the hatred.  I have yet to complete Proof of Demise, simply because I can’t stomach the thought of doing Oculus.  Even in my guild last night, I heard someone say, “I’ll run any Heroic but Oculus.”

A Brand New Day

Thankfully, Patch 3.3 is going to bring us some treats to ease our anger.  It was just announced in the patch notes that Oculus is getting nerfed.  **Pause for roaring applause**

  • Many bosses and creatures have had their total health reduced.
  • Several bosses and creatures have had cooldowns on specific abilities increased, effect durations reduced, and damage on some of these abilities reduced.
  • Ring-Lord Conjurers and Sorceresses now hang out in packs of 4 instead of packs of 5.
  • Vehicle scaling on the drakes based on the rider’s item level has been increased to make them more powerful.

Perhaps Blizzard has finally noticed the dust collecting below the portal of this monstrosity.

Oculus was by no means impossible, but it definitely was a bit too challenging for its level.  Especially now with the Emblem grind going full force, this shift puts Oculus into the mix of “Chain Heroics”.

I’m looking forward to trying out the new Oculus to see if I can heal through it without wanting to pull my hair out.  I also look forward to trying my hand at some fancy achievements that I never got to try before, such as Amber Void, Ruby Void, and Emerald Void!  Another step toward my goal: Glory of the Hero.

Do you agree with the negative stigma surrounding Oculus?  Are you looking forward to its facelift in Patch 3.3??

ThespiusSig

Email me: elder.thespius@gmail.com  |  Tweet me: @Thespius

Enchanting 3.3: Don’t Get Worked Up

November 2, 2009 by Matticus  
Filed under All Stories, News and Opinion, Patch Notes

Some enchanters are disappointed at the upcoming addition of disenchant as a loot option. I’m personally quite happy with it. I have an enchanter of my own and I sympathize with the hassles that enchanters go through in instances and the like.

The enchanting process now

Here’s the steps involved in taking an item and sharding it for the group:

  1. Need roll the item
  2. Look for it in your bags
  3. Select disenchant
  4. Find the item again because you forgot where it was
  5. Actually disenchant it
  6. Tell everyone to roll
  7. Wait an extra 15 seconds for the AFK guy to roll
  8. Open trade after closing within range
  9. Actually trade it to him

The enchanting process in 3.3

If there’s an enchanter, all the group needs to do is hit the disenchant button. The process of item sharding and trading is done for you. The sharded item goes straight to the winner of the role without the enchanter having to do anything.

Thank goodness for this feature.

Enchanters benefit because they don’t have to spend the time or effort fishing for the item, looking over the rolls and figuring out who gets the item. Is this actually a pain in the ass? No. The first few times, it’s manageable. But if you’re in a raid and you’re handing out shards at the end or if you have a lot of items to hand out, it can get annoying. Just for a streamlined process alone makes it worth it.

Everyone else benefits because there is little risk of having shards stolen or conveniently “forgotten” about. Heck, I’ve forgotten to distribute shards once or twice (or more). Right now, I just greed stuff in instances hoping to win it and keep the shard for myself. But with this in place, the group will immediately know if there’s a disenchanter present and can get a crack at the shard legitimately via the updated looting system.

The argument against

Actually, this is a stance that has gone back for a long time. The traditional argument goes something like this:

Herbers, miners and skinners get to keep their own loot that they acquire. Why can’t enchanters keep the shards?

It’s only fair right? No one rolls for herbs or for ore nodes unless they’re an herbalist or a miner. It’s assumed to be theirs with little discussion. Why then are we enchanters not allowed to be entitled to these shards? We did invest a ton of gold and time to our professions. It’s only fair that we reap more of the benefits. I know I personally experience runs where there are 4 drops and I don’t get one at all.

Why I disagree

With that in mind, an enchanter then would have every right to roll on every drop in the instance regardless of whether or not they can use it on their character. Every item is viewed as something usable that contributes to the enchanter and pays off for the time and gold they’ve invested into enchanting.

Hey, I totally understand where they’re coming from. I must’ve sunk 5000 gold into it myself just from getting from level 70 enchanting to level 80 enchanting.

But just imagine how chaotic it would be if enchanters had the right to roll on anything just so they could disenchant it.

I can’t buy into that.

All tradesmen have paid their dues in leveling up their skills and each has their own unique set of perks and benefits.

In the item’s base form, without an enchanter present, it would be greeded and vendored.

In shard form, the shards can be greeded and then sold for greater value. I just don’t quite see how the presence of an enchanter automatically means they get all the shards simply because they’re the only ones able to disenchant it and convert it into a form that can sell more.

What you can do

Remember that setting loot rules ahead of time can always be done no matter what you’re doing.

As an enchanter, I’ve politely requested asking specifically for one shard if it is determined that we’re on a shard run. Group members will usually understand. Try asking for a change.

Of course, you could always do the completely dick move and wait for everyone to hit “shard” on the loot option before hitting “greed”.

Chill of the Throne and It’s Future

As Matticus has just reported, Daelo and the Dev Team have unveiled a new mechanic that tanks and healers are going to experience in Icecrown Citadel.

The new mechanic is a skill called “Chill of the Throne”, and it’s applied to all enemies in the zone:

The spell, called Chill of the Throne, will allow creatures to ignore 20% of the dodge chance of their melee target.

Healers have grown accustomed to the heart-attacks caused by massive spike damage and carefully timed cooldowns.  There is a thrill accompanied with the notion of needing to stay on top of things to an extreme degree like that.  However, the reality is “Can the dps kill the boss before the healer runs out of mana spamming their biggest heals?”  We’re pigeon-holed into praying and hoping our heals land at the right time so our main tank doesn’t eat two 25k hits in a row.

Chill of the Throne allows the size of the hits to become smaller, rather than huge hits that hit every so often (via a tank’s mitigation).  If RNG fails, a tank is dead.  We, as healers, now get to heal a steady stream of damage, instead of breaking down with panic attacks.

Where does this go from here?

Devs have been talking about introducing a way to incorporate expertise in new bosses.  Although it seems that system isn’t viable for Icecrown, we may be able to see it in Cataclysm.  The  idea is for bosses to scale in skill, not just in health and damage done.  This could definitely open up more possibilities for damage management in the future.

ThespiusSig

Patch 3.3 Makes PUGing Easier

October 27, 2009 by Lodur  
Filed under All Stories, News and Opinion, Patch Notes

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Back at Blizzcon we received an announcement from the devs that they were implementing new ways to reduce the wrath of the “additional instance” boss, which was already in place on many realms at the time of the convention. As many of you may have noticed this seems to have gone off pretty well and I think at least for now the instance door boss has been put down. Lets hope his respawn timer doesn’t come back up anytime soon, but so far so good. People have been able to farm Headless Horseman to their hearts content and daily heroics don’t see us spending 45 minutes waiting to just zone in.

At the con they also announced that they were going to refine the LFG system as well as add in cross server LFG capabilities to the game. Well in patch 3.3 PTR we are seeing the beginnings of the system. I for one am incredibly excited and can’t wait to see how this feature shapes up. As it stands you can use the system to go into a completely random group, or you can party up with a couple people and random the rest. You can choose your spec or role that you can fill just like in the current LFG system, but now you have the option of assembling a completely random group from different servers, and you get an option to sign up to lead the rag-tag band of misfits you aquire. As a reward you’ll receive a number of Frost Emblems and a helping of gold for your time and trouble. That alone is a good incentive to use the system as money and badges are always a good thing.

For me the biggest draw of this is the cross server interaction. They put that together for us back in an attempt to balance out Battle Grounds (which more or less worked but that’s a topic of debate for another day). Now the idea of being able to go directly to the instance with people pulled from the other servers of my battle group excites me. I can’t tell you how many times I’ve had a group ready to go but missing a tank, and there were none to be found. I just imagine a tank on another server unable to find a group kicking his can around wondering why no one wants to play with him. With this new system, the problem is lessened in theory. With the amount of badges we’ll likely need when Icecrown drops this will help ensure you’re able to find a group.

In a nutshell this will help eliminate those times where you’re sitting around for hours waiting for a group to do something. Just hit a button and shortly thereafter you’re off on a new adventure.

This is also important because there are also plans to use this for raids as well, at least the random group part, but not the cross realm part. Right now the interface for it is buried in the PTR (you can dig and find if you like). This is good for people like me with an army of alts. There are a ton of raids I would love to run on my hunter, like I would love to run her through naxx, but I can never find a group. This would also help struggling guilds that are having trouble filling in the last couple slots of their roster for a raid, just pop open the tool and find a few more folks to join in the fun.

I’m really excited about this feature and I think it will open up a lot more of the game for many people. It will allow greater accessibility to the content of the game for people that otherwise might not have been able to see it.

What do you think? Like it? Hate it? What do you expect from it? Will you use it?

That’s all for today, until next time Happy Healing!

Sig

Image borrowed from wow.com

3.3 PTR update

Just a quick post today on the recent changes to the PTR.

Patch 3.3 Build 10596 is up and here are some of the changes you can look forward to right now

Reputation

* The following reputations have been sped up by roughly 30%:

  • Argent Crusade
  • Alliance Vanguard
  • Horde Expedition
  • Kirin Tor
  • Knights of the Ebon Blade
  • Sons of Hodir
  • Wyrmrest Accord

* Sons of Hodir quests now give more reputation overall.

* Top-level helm and shoulder faction-related enchants are now available as Bind-on-Account items that do not require any faction to use once purchased (they still require the appropriate faction level to purchase).

* Reputation commendations can now be purchased for 1 Emblem of Triumph each.

This is a fairly sizable upgrade for us. Not only is rep grinding reduced greatly but once you get someone exalted with sons for example they can buy the shoulder enchant and send it to another character of yours. As an alt-aholic I love this idea.

Spells and Talents

Druid

  • Rejuvenation: The base duration on all ranks of this spell is now 15 seconds.

Shaman

  • Reincarnation: The cooldown on this spell has been lowered from 60 minutes down to 30 minutes.Restoration
  • Improved Reincarnation: This talent now reduces the cooldown of Reincarnation by 7/15 minutes, down from 10/20 minutes. Reincarnation cannot be used in Arenas.

The change to rejuvenation is great for players who are leveling. It adds 3 seconds pretty much across the board. The Shaman changes to reincarnation and the improved reincarnation talent make me very, very happy. I might actually find 2 points to put in it. Being able to self resurrect every 15 minutes is a great boon for progression night raids as well as just leveling. Toss in a Glyph of Renewed Life and you’re pretty much gtg.

Glyphs
Druid

  • Glyph of Rapid Rejuvenation: This glyph allows for the druid’s haste to reduce the time between the periodic healing effects of Rejuvenation.

This is interesting to me because they announced they were looking at allowing haste to affect HoTs and DoTs. Link here for forums. So I’m curious if this is some form of experimentation on a smaller scale to see the effect of adding haste to HoT’s

General / UI

Interface

  • Any party member may mark targets (this does not apply to raid groups).

I can’t thank them enough for this. I was terrified that this would apply to raid groups. I run 25 mans mainly with my guild and last thing I needed was someone freely moving markers around on a trash pull *shudder*

That’s some of the major changes this build. Hope you get a chance to play with the PTR a little bit.

What are your thought’s on the PTR so far? How do you think patch 3.3 is shaping up?

Until next time.

Sig

Also be sure to follow me on Twitter for up to the minute updates as they filter through.

Give Me Patch Notes and I’ll Give You Totems!

thehammer

As I’m sure many of you know by now, the PTR is live bringing with it a wonderous amount of changes to pretty much everyone. I’m going to focus today on a few things, Shaman changes and tier 10 set bonus for Restoration Shaman. First let’s take a look at the set bonuses for tier 10 Restoration shall we?

Shaman T10 Restoration 2P Bonus – Your Riptide spell grants 20% spell haste for your next spellcast.

Shaman T10 Restoration 4P Bonus – Your Chain Heal critical strikes cause the target to heal for 25% of the healed amount over until cancelled.

Hmmm, interesting set bonus. Two piece gives you more haste very much like how Tidal Waves reduces the cast time of your Healing Wave by 30%. Personally I love haste, and rolling Riptide should be a part of any Shaman’s normal healing arsenal so this set bonus really appeals to me. The four piece bonus is also very intriguing. The wording is a little weird and so it will have room for interpretation. Is it placing a HoT on a target for 25% of the amount healed similar to how Earthliving Weapon places a HoT on the target? Will it give an instant heal for 25% of the total? My moneys on a HoT. Personally I like these set bonuses. I think they are solid additions to our repertoire. Looking at them though we can take a guess at what type of damage we’re going to be seeing… I’m guessing lots of raid damage. Giving us haste, adding an additional heal component to our chain heal this just screams to me tons of raid wide damage (thoughts of Sun Well suddenly jump to mind). Now I’m looking forward to the aesthetics of the set. Hopefully we wont look like a mix between bugs and sand people.

So our set bonuses are shaping up nicely (which is pretty par for the course for us at this point). Lets swing our attention over to the patch notes shall we?

Not much is changing as of yet, of course as you know that may or may not change. For now though here are the bits though.

Orc and troll shamans now have their own unique totem art.

Shamans

* Fire Nova Totem: This totem has been replaced with a new spell, Fire Nova, which is available at the same ranks as the old Fire Nova Totem. Existing characters will automatically learn this new spell in place of the totem. With a Fire Totem active, shamans will be able to use Fire Nova (fire magic) to emit the same area-of-effect damage as the old Fire Nova Totem from the active Fire Totem, not consuming the totem in the process. Fire Nova will activate a 1.5-second global cooldown when used and has a 10-second spell cooldown. The caster must be within 30 yards of the totem to use this ability, but does not need to be within line of sight of the totem.

I’ll leave the totem art aside for a second, first lets talk about Fire Nova.

This one is… interesting. Basically getting rid of a totem that some of us were using to help with AE damage in fights like Thorim’s arena. It lets us not have to cast a different totem, but instead we can center an AE spell off our current fire totem. This still requires you to run into melee and drop said totem, but it’s a nice touch. I can run in set my totems and then when needed blast out some AE damage to help thing the gaggle of bad guys we’re killing. I’ll have to play with it more, but so far so good.

Now, onto totem art. Orcs and Trolls it has been long overdue that you guys get your own. Lets take a look at them real fast

3.3-orc-totems

The Orc one is pretty gnarly. Not only is it a totem but it can double as an axe! It seems to fit to me.

3.3-troll-earth-totem

Trolls are pretty cool too. Troll fetish hung from the totems looks like the shadow hunter’s totems in WC3.

All in all pretty good job. Now if I may I’d like to take a second to rage about another set of totems. The Dwarf Shaman Totems. Now I know that Cataclysm (or at least 4.0) is a while away, they… bother me.

3.3-dwarf-totem

I understand the concept behind it. It’s a hammer with Gryphon feathers. I’ll be honest though, as someone who is going to race change into a Dwarf Shaman I’m a little disappointed. I mean I can see the correlation between axes and Orcs, fetish masks and Trolls and I can understand the correlation of hammers and Dwarves… kinda. When I was at blizzcon and they were talking about bringing Dwarves into the fold of Shamanism, they mentioned making sure they had unique totems. They said they wouldn’t be kegs (which made us all sad) but that they were looking at maybe rune stones. I look at the above totems and that doesn’t scream Dwarf to me. Had they been chunks of stone with glowing colored runes in them I’d have been content. I mean look at the Draenei’s totems

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They pretty well scream Draenei. They have holographic rings around oddly shaped stone with the element present above it. Even the *Now* Tauren Totems fit their race

totems

So… why can’t Dwarves get something stone related? I mean think about it. They live in the mountains, they have a racial ability called Stoneform, they are known for their Gryphons, but only one clan (Wildhammer) and they aren’t playable, but we hear about is how they are awesome miners. Sure we hear about their forges and smithy’s but I think the totems could be a bit better suited to the race (read more metal/stone and less wood please).

Don’t get me wrong. I’m happy I can finally be a Dwarf Shaman. I’ve wanted to be a Dwarf Shaman for a long long time. I thank Blizzard for that, but that doesn’t mean I won’t weep a little bit every time I drop a set of hammers on the ground. Trolls and Orcs won out with some pretty good totem design and Tauren get to be unique snowflakes again with theirs. Overall I’m happy with it. Giving each race’s Shaman’s a unique totem is a good step. But if Goblin Shaman get cool looking gear totems, I don’t know what I’m going to do. Maybe throw my hammer at them. Maybe cast Wrath of Carpentry.

Although maybe I can rename myself Captain Hammer and invite people back to my Hammer Cave to show them my Hammer….

So what do you guys think so far? Like the new totems, dislike the new totems? Like the set bonuses?

Until next time, Happy Healing

Sig

Images courtesy of Dr. Horrible sing along blog, WoW.com, and WoW guru

Raider Nostalgia: Patch 3.2.2

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As most of you have heard today patch 3.2.2 is going live. With it marks the triumphant return of the Brood Mother and her many whelps. So what’s in store for us?

The Brood Mother Returns
After years of lurking in her lair battling the many brave adventurers who travelled from afar to challenge her, Onyxia returns stronger than before to commemorate World of Warcraft’s five-year anniversary.

  • Onyxia has been scaled to offer new challenges to level 80 players and is now available in 10- and 25-player modes.
  • Adjusted for modern raiding, but with the fundamental experience of fighting the Brood Mother still in effect, including the horrors of her Deep Breaths!
  • Onyxia will now drop level 80 item versions of some classic loot items from the level 60 encounter.
  • Brood of Onyxia, a very rare 310%-speed mount modeled after Onyxia herself will be available for the luckiest of challengers

This has gotten me very excited. For many of us, Ony was our first real raid experience. I know it was for me. I had done some molten core, but my first real raid with my guild (same one I’m still with today) was Onyxia. Of course my first ony raid tale is a little bit different then most. I happened to have participated in this raid from a bar. My then girlfriend worked at a bar that happened to have really good wireless Internet. I hoped on my laptop while waiting for her to get out of work and wound up getting invited to an Ony raid. We killed the Brood Mother, I got a shiny new helm and I did this while having a frosty cold pint. When we heard that they were updating her for the anniversary at Blizzcon, I definitely joined in screaming at the top of my lungs in excitement. Along with this announcement also came the news that in Cataclysm Rangnaros, Nefarian and a few others will be back again! This announcement even got me to dust off my hunter and level her to 80.  This type of boss is something that many of us remember fondly and I think it was a good call on their part to update her to level 80 and bring us back some favorite loot updated for level 80 as well.

Let’s not forget this is a patch though, so some things are changing for classes and abilities. Healers this patch are largely untouched. Shamans however get a nerf of sorts, not as bad as it could be but bad enough.

Shaman

Cleansing Totem: No longer purges instantly when dropped

Like I said could be much worse, this change will require Shaman to change tactics slightly. On fights like the Faction Champions in ToC, dropping a cleansing totem was a great way to get 5 people cleaned from poisons and diseases very quickly. Now we have to use this totem more proactively rather then reactively as once you drop it you have a good 3 seconds to wait before it starts doing it’s thing. Complete Patch notes can be seen HERE

More Patch Notes

Dungeons & Raids

  • Shadowfang Keep
    • Wailing Guardsman: Screams of the Past will no longer have multiple applications on a target. Recast time has been increased.
  • Ulduar
    • Increased the cooldown on Immortal Guardians’ Drain Life ability in the Yogg-Saron encounter.

Achievements

  • The Achievement “Iron, Dwarf Medium Rare (25 player)” now requires 25 kills, down from 50.
  • The Frostwolf Howler and Stormpike Battle Charger Achievements will now be awarded when a player learns the respective mount spells.

Professions

  • The blacksmiths of Orgrimmar grew tired of running to the rear of the city to craft items and have installed a new anvil & forge at the General Store in the Valley of Strength.
  • Engineering
    • The Mind Amplification Dish no longer changes the appearance of your helmet.
  • Inscription
    • Added a recipe for Runescroll of Fortitude. This item grants a stamina buff equal to the highest rank of Power Word: Fortitude (untalented) to all players in the raid. The effect of this runescroll is exclusive with other stamina scrolls and Power Word: Fortitude.
  • Leatherworking
    • Added a recipe for Drums of Forgotten Kings. These drums increase all stats by 8% for all players in a raid. The effect of these drums is exclusive with Blessing of Kings.
    • Added a recipe for Drums of the Wild. These drums grant a buff equal to the highest rank of Mark of the Wild (untalented) to all players in a raid. The effect of these drums is exclusive with Mark of the Wild.

Items

  • The Black Heart: This item’s animation has been changed and no longer resembles Hand of Protection.
  • Death Knight Tier-9 Tanking 4-Piece Set Bonus: Now decreases the cooldown on Vampiric Blood, Unbreakable Armor, and Bone Shield by 10 seconds instead of 20.
  • Druid Tier-8 Healer 4-Piece Set Bonus: The amount of healing this set bonus grants on the initial cast of Rejuvenation has been reduced by 50%. In addition, this set bonus no longer has strange interactions with Harold’s Rejuvenating Broach.
  • Glyphs
    • Glyph of Bone Shield: This glyph now grants 1 additional charge instead of 2.
    • Glyph of Flame Shock: Redesigned. This glyph now makes Flame Shock periodic damage able to be critical strikes.
    • Glyph of Mind Flay: This glyph no longer reduces the magnitude of the movement reduction on the Mind Flay victim.
    • Glyph of Scourge Strike: Redesigned. This glyph now causes Scourge Strike to extend the duration of Frost Fever and Blood Plague by 3 seconds each time Scourge Strike is used on a target, up to a maximum of 9 seconds.
    • Glyph of Typhoon: This glyph now increases the range on Typhoon by 10 yards in addition to its current effects.
    • Glyph of Unbreakable Armor: Now increases the armor gained from Unbreakable Armor by 20%.
    • Glyph of Vampiric Blood: The glyph now increases the duration of Vampiric Blood by 5 seconds instead of 10.
  • Libram of Obstruction: The buff to block value from this relic is now exclusive with the buff to block value from Libram of the Sacred Shield; it is impossible to have both buffs at once.
  • Libram of the Sacred Shield: The block value buff from this relic has been increased to match its item level.
  • Relics: All buffs provided by relics (idols, librams, totems and sigils) now share an exclusive category such that gaining a buff from one of these items will remove all other buffs gained from items in this category.
  • Totem of Quaking Earth: Attack power value increased to 400.

User Interface

  • Battleground Queuing
    • Players may now only queue for no more than two Battlegrounds at a time.
    • The dialog box for entering a Battleground match has been changed to reflect the following options: “Enter Battle,” “Leave Queue,” and “Minimize.”
    • The time a player has to enter a battle when selected has been reduced to 40 seconds when not already in a Battleground and 20 seconds when in a Battleground.
    • Players already in a Battleground can now choose “Enter Battle” for a new Battleground under any circumstance (i.e. while dead, in combat, falling, etc.).
    • A new Battleground will not launch until the maximum number of players on each side are in the queue (i.e. 40 players per side for Alterac Valley).
  • The size of the Focus Frame can now be adjusted via the Interface Options menu.
  • Mail System Auto-Complete Feature
    • The inline auto-complete feature for the mail system has been added back into the game. The mail system will now have both the pre- and post-3.2.0 auto-complete features available.
    • Added a label to notify players that the Tab key will allow players to navigate through the character names listed via the auto-complete feature.
  • For additional notes on Lua and XML changes please visit the UI & Macros forum.

Bug Fixes

  • Death Knight
    • Rune of Razorice: The frost vulnerability granted by this enchantment will now increase the damage done by Frost Fever as intended.
  • Druid
    • Balance of Power: Misleading tooltip reworded. The tooltip previously reported an incorrect value for the increased chance to hit with spells. The actual benefit of the talent is unchanged.
  • Hunter
    • Master’s Call: This ability now correctly removes the snaring component of Infected Wounds, Frostfire Bolt, and Slow.
    • Trap Mastery’s (Survival) tooltip now states the correct amount of snakes summoned.
  • Mage
    • Arcane Missiles: Ranks 12 and 13 will now properly cause players to enter combat.
  • Paladin
    • Hand of Freedom: This ability now correctly removes the snaring component of Infected Wounds and Frostfire Bolt.
  • Priest
    • Divine Aegis: Ranks 1 and 2 will now work with Holy Nova.
    • Glyph of Power Word: Shield now correctly uses the Priest’s spell critical chance instead of the target’s.
  • Rogue
    • Vanish: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Honor Among Thieves: This talent will now work properly again if two rogues with different ranks of the talent are in the same party.
  • Shaman
    • Grounding Totem will now properly protect against the Death Grip spell.
    • Lava Burst can no longer deal critical damage to targets who are immune to critical strikes (due to, e.g. Roar of Sacrifice, Blessed Resilience).
    • Lightning Shield: This spell will no longer set off some trinkets when it is cast.
    • Stoneclaw Totem’s pulses will no longer break stealth on nearby hostile units.
    • Thunderstorm and Shamanistic Rage can no longer be used while Frozen, Cycloned, Sapped, or Incapacitated.
  • Warlock
    • Demonic Circle: This ability now correctly removes the snaring component of Frostfire Bolt.
    • Fel Armor: This spell was unable to set off trinkets and other effects. That has been corrected.
    • When using Shadowbolt or Incinerate while having Backlash and Backdraft active, only Backlash will now be properly consumed.
  • Coliseum Trinkets: Some spells that should have triggered these trinkets will now trigger them (such as Holy Nova and Fel Armor).
  • Death Knight Tier-9 DPS 4-Piece Set Bonus: Now grants the correct chance for disease damage ticks to be critical strikes.
  • Hunter Tier-9 2-Piece Set Bonus: Critical damage from Serpent Sting will now work properly with the Mortal Shots and Expose Weakness talents.
  • Lightweave Embroidery: This tailoring item enhancement will no longer trigger from the periodic healing granted by the warlock spell Fel Armor.
  • Mote of Flame: Corrected a typo in the tooltip.
  • Paladin Tier-9 DPS 2-Piece Set Bonus: Now grants the correct chance for Righteous Vengeance ticks to be critical strikes.
  • Shard of Flame: Corrected a typo in the tooltip.
  • Val’anyr, Hammer of The Ancient Kings: Healing from Prayer of Mending now triggers the shield from this item. In addition, a bug was corrected which would cause the shield points to be overwritten rather than stack up as intended.

So, how do you feel about the patch? Excited or angry that it seems like it came too soon? Does it make you think back on your time in early raiding? What was your first raid? Any other bosses you want to see ramped up to 80?

Until next time, Happy Healing!

Sig

Image from pewpewlazers.wordpress.com

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