Black Markets in Pandaria!

Black Markets in Pandaria!

Just saw news of this. There’s a Black Market in the game.

They sell really expensive, random stuff. Apparently the Black Market has stuff like:

  • Tier 3 gear
  • Mounts like Ashes of Alar
  • Pets
  • Really rare, hard to find crafting recipes

In other Priest changes:

I will now use Glyph of Lightspring instead. Nice addition! No more having to forcibly remind people to click the damn Lightwell!

Glyph of Val’kyr is now going to be on my number one list of minor glyphs to add to my Priest. I am pleased!

Et toi? (And you?)

Spirit Shell Change: Burst Bubble Spam!

Spirit Shell Change: Burst Bubble Spam!

Spirit Shell: For the next 15 sec, your Heal, Flash Heal, Greater Heal, and Prayer of Healing no longer heal but instead create absorption shields that last 15 sec.

Cool! Not less than half a day since I posted that we were expecting Spirit Shell changes, they went and changed up the design of it entirely. In terms of absorb values, my guess is that they’re going to be a 1:1 value. So if you heal for 10000, you’ll be creating shields for 10000.

Instead of a spell that directly creates a shield, they’ve given us an ability that turns most of our healing spells into shield spells. Interesting design change. Can’t wait to try it in action. At least we now have a clear toggle between the times when we need to restore health and the times to create shields. Nifty ability though because even if the raid is at near full health, Disc priests can easily toggle Spirit Shell on and blanket the raid with shields and add that extra health buffer to everyone.

I suppose this is one way to shield spam the raid!

And as promised, Rapture removes the cooldown on Power Word: Shield.

Guest Post: Resto Druid Symbiotics

Guest Post: Resto Druid Symbiotics

This is a guest post by Arajal about a more in-depth look at Symbiosis.

The WoW blogosphere has been abuzz with talk about druids’ new spell, Symbiosis. Needless to say, it’s something that has many druids excited. I’m no exception to this; as both a resto druid and a healing coordinator, I’m especially interested in Symbiosis’ possibilities. I figured I’d throw up another guest post that looks at the practicality of each synergy a resto druid has available to them through this spell.
Note: We’re still in early beta, and these spells are more than likely to change. I’ll re-evaluate new combinations as they come up, but for the time being, this is what I have to work with.

Death Knights

Linking Symbiosis with our disease-wielding undead friends will yield Icebound Fortitude for a resto druid. This is a link I could see having strong benefits in both PvE and PvP, moreso for the latter.

In PvE, I wouldn’t be surprised to see bosses equipped with a random single-target or group stun ability, in which case using Icebound Fortitude would open a window for healing that otherwise wouldn’t exist. Plus, the 20% damage reduction is like a second Ironbark (albeit on a slightly longer cooldown and only self-cast like Barkskin).

In PvP, this link’s benefit shines far more brightly. Having a cooldown to make yourself  immune to stuns and drop incoming damage by 20% would help immensely while being focused, something resto druids are likely to be the victims of. Even while not being focused, being immune to stuns during clutch healing situations can be the difference between a win and a loss.

As for what our death knight friends get out of the link, Wild Mushroom: Plague is a very nice ability for spreading diseases without expending runes, freeing them up for more DPS abilities. Looking over at Blood’s spell, they get a very nice health cooldown through Might of Ursoc that not only increases total health by 15% (similar to Vampiric Blood), but also brings their health up to 15% should they need it.

Hunter

Linking with a hunter gives a resto druid Deterrence. As far as I’m concerned, this is one of the better Symbiosis links if you’re concerned with both self-preservation and mobility. While it won’t clear any debuffs you have, it will prevent any incoming damage and suppress any damage you are taking by 30%, giving other healers some breathing room to help you out. Unfortunately, it currently does prevent you from casting any heals of your own, but being able to gain temporary immunity to damage while still retaining the ability to move is worth the trade off in my eyes.

Deterrence in PvP will definitely be a boon to any healing druid should they find themself there. Being able to “deter” (see what I did there?) any DPS trying to focus you down can have a huge impact on the tide of battle. Even if it’s only for a few seconds, it will still give you some breathing time to figure out your next move. Heck, you could just use it for a few seconds to keep the pressure off, then cancel the buff and go back to healing.

Hunters get Dash out of the deal, and while they already have spells like Disengage and Aspect of the Cheetah or Aspect of the Pack, it still gives them one more tool to get from point A to point B in critical situations. I know the hunter in my normal raid group would love a new way to get around the field quickly.

Mage

If total self-preservation is your cup of tea, link with a mage. A resto druid gets Ice Block from using Symbiosis on a mage, and aside from Divine Shield (which our fellow kitties get from linking with a paladin), Ice Block is the best way to survive in clutch situations. The number of times an Ice Block could have saved our raid or at least helped in wipe recovery are innumerable.

Much like Deterrence from hunters, Ice Block is a very useful spell to use when healing is at a premium in PvE or you’re getting focused in PvP. The benefit of taking Ice Block over Deterrence is the removal of all debuffs and total immunity to all harmful effects, but at the cost of mobility. While popping Ice Block in a circle of fire may save your life, not being able to move out of it while suppressing the damage may cause you some issues a few seconds later. That being said, being able to become completely immune to all incoming damage and effects for a few seconds is nothing to turn your nose up at.

As for the mage, Healing Touch is something they may or may not get any benefit out of. It all depends on if they decide to use it or not. In PvE, being able to heal and otherwise take some pressure off the healers is something both our raid leader and myself stress the DPS to consider. In PvP, casting Healing Touch is a very good way to keep afloat in chaotic free-for-alls or to eat a spell interrupt (since Healing Touch is the only nature school spell they’ll have, they’ll be free to cast other spells unhindered).

Monk

Unfortunately, linking with a monk yields nothing for the druid right now. It’ll be interesting to see what Blizzard decides to give us in future beta builds.

On the other side of the link, Monks get some fairly nice abilities from our arsenal. Brewmaster tanks enjoy Survival Instincts for a 25% reduction of incoming damage for a few seconds, adding to their already formidable array of mitigation and avoidance abilities. Windwalker Monks get to have fun with a mini-Evasion in the form of Savage Defense; something that will undoubtedly be more prevalent in PvP, but I could see PvE applications as well, mainly in the form of emergency off-tanking through Provoke and evasive spells. Our fellow healing monks gain Cyclone, perfect for CC emergencies in PvE or controlling opponents in PvP.

Paladin

The dispel-happy healer in me gets giddy over this one. Casting Symbiosis on a paladin gives a resto druid Cleanse, making our debuff-removal power absolute (I’m not counting bleeds as removable debuffs, since that power is limited to Monks at the moment). The ability to remove all debuffs of any type on a target is immensely useful in both PvE and PvP. While I haven’t yet had the chance to check whether or not Cleanse and Nature’s Cure share a cooldown, even having the ability to clear any debuff type on a whim is incredibly powerful. Just imagine using the combination of debuff-removal spells on a flag carrier in a battleground. That’d be a tide-changer without question.

Holy paladins get Rebirth through Symbiosis, a benefit that depends largely on your raid composition and size. That being said, having another battle rez at your raid’s disposal is never a bad thing. Protection paladins get another defensive cooldown in the form of Barkskin. 10% damage reduction on a one-minute wait time doesn’t sound all that bad.

Retribution paladins currently don’t get anything out of Symbiosis, but that’ll change in future builds.

Priest

It’s payback time indeed, Matt. Resto druids get Leap of Faith (a.k.a. Life Grip) through linking with a priest. All griefing and tomfoolery aside, Leap of Faith will be an incredible tool to add to a mobility-minded healing druid’s toolkit. Pulling a melee out of a nasty cleave or a ranged player away from a void zone are both very pertinent situations for Leap of Faith in PvE. In PvP, ripping your teammates out of harm’s way in arenas or yanking the flag carrier closer to your side of the field in CTF battlegrounds can make a very large impact on the battle at hand. Add the Wild Charge talent into the mix with Leap of Faith and you’ll have a lot of control over the flow of a battle.

While I can get behind shadow priests getting Tranquility, the spell the other two priest specs get is one that leaves me scratching my head a little. I can see a few merits to disc and holy priests being able to use Entangling Roots to stop melee attackers in their tracks, but in the fray of PvP, where damage is flying around and any CC that isn’t a stun or knockdown tends to break, I don’t see roots being used very much, and on the off chance they do get used, they won’t last very long. In PvE, I could see some use for the roots on large trash pulls with melee mobs, but that remains to be seen.

Rogue

Linking with a rogue gives us Evasion, something that I think will go hand-in-hand with our Heart of the Wild level 90 talent. Any healing druid in the “jack-of-all-trades” mindset that intends to be an off-tank for short periods of time will benefit greatly from linking with a rogue. Evasion for a resto druid is like a slightly better version of the Guardian-spec-only ability Savage Defense. This all goes without saying of the benefits in PvP, of course. Using Evasion against a group of melee players trying to focus you down gives you 15 seconds to breath a little and throw heals on yourself.

Similarly to what I mentioned for the Windwalker monk earlier, a rogue with Growl (their Symbiosis spell) can fill the clutch off-tank role through evasion skills, such as Evasion (duh) and Cloak of Shadows, if need be.

Shaman

A resto druid linked with a shaman gains Spiritwalker’s Grace. While it may seem counter-intuitive for a class that relies mainly on instant-cast heals, there are benefits to being able to cast on the move. Anyone who has grabbed feathers while healing during Alysrazor in Firelands will know what I’m talking about. Being able to cast Healing Touch, Regrowth, or even Nourish while on the move can be a deal-breaker in many a situation, be it PvE or PvP. Need to move alongside the tank while he kites the boss? No worries! Flag carrier needs healing heavy healing for all the DoTs stacked on them? Problem solved!

Enhancement and elemental spec shaman get Solar Beam from Symbiosis. Locking down a caster target underneath a Solar Beam can be incredibly useful, especially if they can’t move. Giving this spell to a class that already has a number of slowing and snaring tools at its disposal is icing on the cake as far as I’m concerned. Also, it gives these specs another interrupt spell as well, should a situation call for it. Flipping over to restoration shaman, Symbiosis gives them Prowl. I haven’t been able to find a shaman to test this with on the beta yet, but if it can be cast while in combat like Vanish, it’ll make a very nice wipe-prevention and/or focus-prevention ability.

Warlock

Linking with a warlock gives a resto druid the neat ability to remove all snares and teleport to their new warlock friend’s Demonic Circle. Of all the current Symbiosis spells healing druids get, this one is my favorite. The entire concept of the Demonic Circle for warlocks has always been appealing to me, and being able to finally play around with the mechanic makes me a very happy druid. In terms of practicality, it’s very similar to the Wild Charge talent while in humanoid form, but with a longer range and snare-breaking capability.

The usefulness of giving a warlock Rejuvenation is no different than the usefulness of giving a mage Healing Touch. Like I said earlier in this post, it all depends on whether your warlock chooses to use the spell or not.

Warrior

Casting Symbiosis on a warrior yields Intimidating Roar. In essence, this gives us a second, slightly different version of one of our level 75 talents, Disorienting Roar, with the disorient effect being replaced by a fear. If you’re a druid that didn’t take the Disorienting Roar talent, this gives you a tool you otherwise don’t have. If you did take Disorienting Roar, this gives you a second defensive AoE spell to play around with. Either way, the spell will be immensely useful in situations where many small adds are spawning faster than the tank can round them up. Resto druids, at least currently, tend to draw a lot of threat during healing-intensive situations where many adds are spawning in quick succession (I’m looking at you, Heroic Spine of Deathwing). Having Intimidating Roar in both PvE and PvP is a great way to keep attackers off for a few seconds while you heal yourself back into good health. Granted, if your attackers are immune to fear, you may run into some issues with this spell.

On the flip side of the link, warriors get some nice tools added to their kits. Arms and fury specs get Stampeding Roar, which is an amazing mobility spell for both themselves and others, no matter the situation. Protection warriors get Frenzied Regeneration, instantly convert the rage cost into health.

That wraps up my post. Thanks for reading!

Oh Chakra, How You’ve Changed

Oh Chakra, How You’ve Changed

Keybinds.

So many keybinds.

Another expansion means more new spells and abilities and we’re gradually running out of keys to use. Chakra’s been split three ways now. As you know, the corresponding bonus you get from Chakra is decided base on what spell you use immediately after Chakra has activated.

Now you can just activate whichever Chakra you want by hitting a button.

So on the one hand, that’s nice because you don’t have to rely on spell selection anymore to get the Chakra you want.

Question: No more fat fingering the wrong spell and being in the wrong Chakra stance. Hands up! How many times did mistakenly  you hit Prayer of Mending after casting Chakra and being in Chakra: Sanctuary instead of being in Chakra: Serenity specifically for a phase?

On the other hand, now I have to find a way to free up more keys for the individual Chakra bonuses. I figure I can just stick to Chakra: Serenity and Chakra: Sanctuary. Not sure how often I’d use Chakra: Chastise unless I’m leveling.

The Killer Instinct of Healing

The Killer Instinct of Healing

Aunaka wrote a nifty post wondering if great healers could be taught. Not quite sure if a truly great healer can be. How would you even start defining that? Someone who shows up all the time? A player capable of carrying the raid? A Druid who’s able to solo heal the last 10% of a raid boss? I’d classify a great healer as a player who is not only technically sound, but results-oriented. They’re the players who put aside everything and find ways to win.

Would you have thought to Life Grip the tank away from the boss to buy time for them to live?

What about using Pain Suppression on a DPS player so that it was one less player to worry about when healing your group?

You did the research. You read the forums. You followed along with the discussion. You gained the technical knowledge on the best times and best targets to use your spells on. What you’re not taught is that there’s multiple right answers to the same problems and different degrees of success.

This is where the killer instinct of healing comes into play.

There’s a marked difference in approach between an alt healer that has played for years versus a healer that’s done nothing but heal. It’s easy to teach a new healer the basics about their spells, resource management, and so on. However, I don’t believe it’s possible to instil that survival instinct of healing. That alt healer guy mains a Retribution Paladin, perhaps. All they’re interested in is unloading the DPS and only comes in to relief heal as a break from DPS or because there isn’t enough healers for that day.Having a killer instinct is an approach that needs to be embraced and can’t be taught. You start making your own decisions and throw “the book” out the window because “the book” didn’t cover the situation you were in.

Case study

Hard mode Yor’sahj calls for two Paladins to help heal during the purple phases. Guess what? You might not have two Paladins. Find a work around. Sometimes that means letting the tank die on one occasion and using the Battle Res. I struggled when I didn’t have two Paladins to work with. 1 Paladin healed the first tank and I took the second one. We ended up using 3 Rebirths because I struggled like crazy to keep my tank alive during the various purple oozes. Relied endlessly on Prayer of Mending so as to not detonate our tank and really strategic cooldowns.

Listen, as much I want to, I can’t teach you to be desperate.

I can’t teach you how to be hungry.

I can’t teach you to want a boss kill badly enough that you’ll consider using unorthodox specs, weird spells, and what-the-hell inducing plays.

One thing I learned when playing hockey is that you play hard every shift between the whistle. In WoW terms, you don’t stop what you’re doing until the raid leader says “Wipe it up”. If you’re busting your ass healing, you better expect everyone in your raid to be right there with you. This isn’t a casual philosophy in any aspect.

As my uncle Freudicus, a psychologist, once told me, “It’s all in the id, kid!”.

You’ll be a good healer by reading, asking, and watching other healers play. Being a great healer requires the attitude, the work ethic, and the burning desire. It can’t be taught but maybe it can be learned.

Priest talent: Mindbender

Priest talent: Mindbender

Really quick, my earlier post about Atonement is no longer accurate. Atonement is now a baseline, Discipline ability. It’s no longer a glyph and Holy has no access to it anymore. Edit: Discipline has access to Atonement at level 60.

Mindbender
40 yd range
4 min cooldown

Creates a Mindbender to attack the target.  Caster receives 6% mana when the Mindbender attacks. Damage taken by area of effect attacks is reduced. Lasts 15 sec.

It’s literally a flying squid. And it sucks the mana out of opponents. Not sure if this is a placeholder model or not, but I rather like it.  Now that the level 45 talents are seemingly finished, which one of the three talents would you choose?

I’m not actually sure which one of these I would take. My default choice will most likely be From Darkness, Comes Light. I really like having those free, instant Flash Heals. Not exactly the most reliable and there’s an heavier emphasis on procs. Can’t ignore the benefits of Mindbender though. A 4 minute cooldown means it can be used twice on most raid encounters.

Atonement Priests in Mists

Atonement Priests in Mists

Edit: As of build 15640, Atonement is no longer a glyph or a talent. It appears to be a baseline ability built into Discipline and will not be accessible to Holy. Discipline Priests will learn it at level 60.

Plan on going Atonement? The process has changed.

For starters, Atonement isn’t something you talent into anymore. Instead, all the relevant abilities are located in your glyphs (See the above screenshot).

Atonement presently takes up a Major glyph slot. For it to continue being a strong style of healing for Priests, you’ll need to grab Glyph of Smite. You could grab Glyph of Holy Fire but it doesn’t seem to be as important. In order to be an Atonement priest, you must have the Atonement glyph and the Smite glyph. The Holy Fire glyph makes the spell instant but might not be a necessity depending on the encounters.

Not quite sure how I feel about moving Atonement from talents to glyphs. I understand what the move was made: So that Priests could really pick out their talents without feeling they had to force themselves down one route. At the same time though, limiting it to a glyph means that Atonement Priests don’t have as much flexibility either when it comes to glyph selection. I’d wager that you’d still have to grab Archangel in order to remain competitive.

The bright side is that you can go Atonement as Holy.  Chakra: Chastise increases the potency even further.

That third glyph slot?

You could go with the Glyph of Circle of Healing or Glyph of Penance as your two spec stapes.

There hasn’t been much change to the style of healing. If you’re comfortable playing Atonement right now, you should have no difficulties heading into the expansion. At least you can set up a specific glyph page just for Atonement.

Leveling as Smite spec? Still good to go (I’ve been doing it from 85 – 87).

Will you be giving Atonement a shot in Mists?

Priest 87 Ability: Spectral Guise

Priest 87 Ability: Spectral Guise

Spectral Guise is the current spell all Priests gain at level 87. as a talent at level 60.

Spectral Guise
30 sec cooldown

Your shadow blurs into the darkness, leaving your true form behind. As a shadow you are invisible, but remain in combat. Lasts 6 sec or until your true form is hit by 3 direct attacks.0

It seems much more suited towards PvP action than anything else. I can see it coming in handy for PvE stuff while you’re questing or if you’re one of the few people left alive in engagement.

What would help improve this illusion is if my clone taunted or if it casted a placebo spell dependant on my spec (Flash Healfor 0 or Mind Flay for 0).

Here’s a direct link to check out the video.

What do you think of Spectral Guise? Something you’d use?

Druid Symbiosis Abilities and Spells Other Classes Get

Druid Symbiosis Abilities and Spells Other Classes Get

Note: Last updated April 15, 2012.

Shadow Priests get Tranquility.

Healing Priests get… Entangling Roots?!

Since the level cap has been raised to level 87 on the beta, Druids now have access to their level 87 spell, Symbiosis. This is one of the more popular abilities in the game because it’s one of those things where every class has a vested interest in it.

What Druids get from Symbiosis

Guardian Feral Restoration Balance
Death Knight Bone Shield Death Coil Icebound Fortitude Anti-Magic Shell
Hunter Ice Trap Play Dead Deterrence Misdirection
Mage Mage Ward Frost Nova Ice Block Mirror Image
Paladin Consecration Divine Shield Cleanse Hammer of Justice
Priest Fear Ward Dispersion Leap of Faith Mass Dispel
Rogue Feint Redirect Evasion Cloak of Shadows
Shaman Lightning Shield Feral Spirit Spirit Walker’s Grace Purge
Warlock Life Tap Soul Swap Demonic Circle: Teleport Unending Resolve
Warrior Spell Reflection Shattering Blow Intimidating Roar Intervene
Monk TBD TBD TBD TBD

Sources and notes

1: WoWHead Mists of Pandaria Symbiosis Comments
2: http://us.battle.net/wow/en/forum/topic/4427534745
3: Owlkin | Symbiosis Results
4: http://www.mmo-champion.com/threads/1103278-MoP-Symbiosis
5: http://www.wowheadnews.com/blog=202586/symbiosis-breakdown-what-abilities-it-brings-to-each-class 

I did my best to cross reference spells and abilities in the WoWHead Mists database. Certain spells that had key words like “Energy” instead of a different form of energy used naturally by the class and spec, “Druid” or included certain Druid abilities like Rip are almost guaranteed to be the Druid form. Another dead giveaway is the level when the ability is gained (it should say 87). However, Not every ability lists that. In the event of inconsistencies, I deferred to the MMO Champion list as it’s the most recently updated.

What you get from Symbiosis

Death Knight Blood Frost Unholy
Might of Ursoc Wild Mushroom: Plague Wild Mushroom: Plague
Hunter Marksman Beast Mastery Survival
Dash Dash Dash
Mage Frost Arcane Fire
Healing Touch Healing Touch Healing Touch
Paladin Protection Retribution Holy
Barkskin TBD Rebirth
Priest Shadow Holy Discipline
Tranquility Entangling Roots Entangling Roots
Rogue Assassination Subtlety Combat
Growl Growl Growl
Shaman Elemental Enhancement Restoration
Solar Beam Solar Beam Prowl
Warlock Demonology Destruction Affliction
Rejuvenation Rejuvenation Rejuvenation
Warrior Arms Fury Protection
Stampeding Shout Stampeding Shout Frenzied Regeneration
Monk Brewmaster Windwalker Mistweaver
Growl Savage Defense* TBD*

* Speculation based on tooltips. Savage Defense costs 3 Chi. Chi is Monk only energy.
Wrath is listed as a Symbiosis spell but is not attached to a class.

Reactions

I don’t even want to think about how they plan to balance this ability for arena usage. I wouldn’t be surprised if they just disable it entirely, but I’m sure they’ll give it a spirited attempt anyway. The main purpose of Symbiosis is to give classes and specs certain abilities that they otherwise wouldn’t have access to. Mages get a Heal, for example.

Shadow Priests with Tranquility is pretty darn nice. Part of me wishes Holy Priests had it, but the other (sane) part of me knows that if that were to happen, Priests would instantly jump to the top. Divine Hymn/Power Word: Barrier and a Tranquility would be blatantly overpowered.

Wasn’t expecting DPS Shaman to receive Solar Beam, but since they’re all with the elements and stuff, I can see why.

Restoration Druids receiving Leap of Faith? I guess it’s payback time Sad smile.

Curious with the Balance Druids receiving Mass Dispel. Though it could be used as a more offensive ability since you don’t really see Balance Druids whipping out debuff removals as much.

Feral Druids receiving Divine Shield from Paladins. Ho boy.

If you notice a spell that’s in the wrong spot or if an ability’s missed, let me know but make sure you toss in a source (Screenshow, WoWhead link, or something).

Let’s assume you’re a Druid in a raid group with every conceivable class and spec compositions (Let’s say science is thrown out the window and the raid limits are higher than 25). Who do you give Symbiosis to and why?

 

Mists: Further Priest Changes on the Horizon

Mists: Further Priest Changes on the Horizon

Ghostcrawler commented on a Discipline feedback post earlier today.

To summarize the key points:

  • Confirmation that Spirit Shell is a spammable absorb that won’t be as powerful as Power Word: Shield. On beta, it fills the Heal role which is not very satisfactory. They are exploring the option of having it fill the Greater Heal position instead.
  • They’re exploring ways to bring Rapture back in.  However, they want it to scale with Spirit so that Discipline Priests don’t neglect Spirit on their gear.
  • Power Word: Barrier mana costs are comparable to Divine Hymn.
  • They’re exploring ways to reduce the mana cost of Mass Dispel but the spells is quite powerful and they’re considering the inclusion of a cooldown aspect.
  • Players running through dungeons and raids are saying they have problems casting big heals and they are looking into this problem.
  • The priest talents are still not finalized and will be undergoing further refinement.
  • Glyph of Penance sucks. Glyphs as a whole are incomplete and continue to be developed.

Personally, I find it refreshing to see GC back in action again offering glimpses into the world of game balance and the various developer thought processes. Rapture’s a way cool mechanic and all, but with the other changes and such, I’m not sure if finding a way to restore it back in Mists is a real priority.  Do you agree with the problems and solutions that are in the process of being implemented?