How Spirit Shell Works

During dungeons when Spirit Shell is fully absorbed, it is only healing for 1. Do you know if this is a bug or if they intend it to not heal the target when fully absorbed?

– Rave31211

Received a few comments and questions from people wondering about the use of Spirit Shell so I’ll do my best to clear it up some.

When Spirit Shell is on a player, it places a shield on them. After 8 seconds, the shield wears off. That player is healed for 80% of the absorb amount remaining.

If the shield gets completely absorbed, the player gets healed for a whopping 1 health point (I guess it rounds up). There’s a few problems with it right now:

  • It can’t crit
  • It’s a really long cast time for a low benefit
  • You can’t see the benefits in your raid frames
  • Doesn’t add Grace (Thanks FtenEQ)

Derevka has added his own thoughts on Spirit Shell and created a forum thread in the beta forums expressing feedback. I don’t expect this to be the final version.

HST takes a hit

So, if you’ve looked at the Mists of Pandaria talent calculator anytime recently, you may have noticed that restoration shaman finally got an update. While I definitely like most of the changes, there’s a big change looming that I’m not quite sure what to make of it quite yet. Healing Stream Totem, our tried and true companion, is getting re-worked. It’s hard to tell whether it’s a nerf or not, but my gut instinct is that it’s going to be a nerf. So what’s changed?

Well for starters the totem is now raid wide, it is no longer restricted to group only. That’s a bonus, don’t get me wrong, and one that I think we were missing for quite sometime. So, that part I like. Currently the cost remains the same, clocking in at 3% of your base mana. The base healing number has gone up from 28 to 81, plus your spell power modifiers and talents of course. But here’s the kicker, it now only targets one person, and it will always be the lowest health person in range. That’s right folks, it’s a single target totem now. If that wasn’t enough of a kick in the teeth, the duration has also been adjusted. It is no longer 5 minutes, instead it is a 1 minute duration totem. While it still doesn’t have a cooldown, and you can cast it as often as you want, the 3% base mana cost combined with a 1 minute duration means that if you want to use it you’re going to be burning a whole lot more mana in order to keep it down.

It’s a significant change, and one that I’ve been feeling pretty keenly in the beta. Healing dungeons is a lot more active, as you can’t really rely on the passive healing anymore. It is still affected by mastery so you can now use it as a single target spike healing tool. It’s an adjustment. I’m not going to call it a nerf, but it is a noticeable change in healing behavior for us. It’s just no longer the “always keep it down totem”. My personal belief is that it is a result of us having some new tools in the water tree. Besides healing stream totem and Mana Tide Totem we have our brand new Healing Tide Totem, or rather our Tranquility. That’s an interesting tool, and I can see us using quite well. The hardest thing right now is just breaking the mentality that you HAVE to have your totems down. It just simply isn’t the case anymore.

There are a lot of other changes like the glyph’s we’ll have to work with. Some are awesome, some are meh, others are incredibly situational. I’m going to be evaluating them over the next few days, possibly in video form, so be sure to check often. If you have a specific shaman question, please feel free to ask and I’ll see if I can find out how it shakes down in Mists.

Heroic Morchok Down: Where Next?

Managed to score Heroic Morchok on Tuesday. Ended up using 6 healers. Another classic 22% wipe, then a 16% wipe, then a 13% followed by an 8% then a kill. Actually, the numbers aren’t precise. But that’s what it seemed like anyway.

How to Land 3 Healing Spells in Under 2 Seconds

It seems impossible, doesn’t it?

Note that I didn’t quite say I would cast 3 spells only that I would land them. You have to be precise when it comes to timing and you need to be ready to pounce on the next spell the moment the other one is finished.

We were working on heroic Morchok for a total of 6 – 8 hours (over 4 weeks, with raid hours lost due to a healer shortage). Our longest attempt was just under 6 minutes. Most of the wipes occurred between 2 – 3 minutes. The trickiest part for me was maintaining tank health right after a stomp. A common occurrence I noticed is that after Kohcrom stomped, he would attack the tank around 2 seconds later. If I timed it right, I could land a Flash Heal and a quick Holy Word: Serenity. But sometimes that wasn’t enough. I needed another way because those two spells just weren’t consistent enough. Sometimes the tank lived, sometimes he died. I wanted a better (and consistent) way in keeping that tank alive.

It all revolved around the Stomp.

After a few wipes, I realized the consistency of his melee swing following the stomp. I didn’t want to focus exclusively on the tank to the detriment of the group. But at the same time, if the tank dropped it was game over.

Timers from DBM gave me a 5 second count down on approximately when the stomp would land.

I ended up watching the animation of the stomp. The moment the foot start rising up, I’d target the tank and hit Prayer of Healing ensuring it would land just after Stomp connected with the group. This gave me time for a quick Flash Heal (Or Binding Heal) followed up with Serenity (or a Circle of Healing if the tank was sufficiently high enough.

Credits to

Lodur for gemming all strength reforging to Mastery giving him the ability to really stabilize players and allowing me to spike them back  up.

The DPS warriors on my side who picked up on the fact that when I frantically called their name, it meant I wanted a Rallying Cry (and giving us that buffer after a fumbled heal).

Logan of the LeetSauced podcast (and soon-to-be host of the Matticast) for remaining calm, collected and patient after enduring hours of frustrating incidents beyond his control.

Tanks with 4 piece bonuses. Seriously. More bonuses like this in the future.

Old Spice. I smelled awesome that raid.

Now what?

What’s the next hard mode boss that you went to after Morchok (25 man as I understand 10 man has different priorities)?

Hagara?

Ping pong guy?

Ooze boss?

Seems like we’re going to take a hard look at Hagara. Pointers?

Is it the Tank’s Responsibility to Lead Groups?

As Javier said in a previous comment:

Please answer me a question that I have been wondering forever. […] Why is it the sole responsibility of the tank to know and lead the group in to every instances?

During my adventures through the dungeon finder, I’ve been remarkably fortunate.

Little to no wipes.

Timely CC’s.

Sustained DPS.

I don’t always run with my guild on my priest. I prefer to give opportunities to other healers in the guild who still need the gear or the reputation. If I need a refresher course in healing, there’s no test greater than braving LFD.

But I digress.

Tank ‘em!

Traditionally speaking, tanks have been the players that automatically take leadership of a group. For years, they’ve been the ones setting up the marks, executing the pulls and controlling the pace. Whenever I joined trade chat groups (this was before the dungeon finder, mind you), tanks would usually insist on leading groups. During Wrath, it got to the point where the rest of the players in the group expected the tank to assume that role.

The thing is, I’m not really noticing that as much anymore. I mean, it wasn’t until recently that I started observing other players taking control of groups. It wouldn’t always be the tank. It could be that random ret paladin or that warlock. Its an interesting trend to see happening, for sure. Could it be that there are just that much more knowledgeable people in the game? I once dropped in on a Halls of Origination group where most of the players in there didn’t know how to do any of the bosses on normal much less heroic. I had the option of dropping out of the group right there and then.

I’ll admit, I was tempted.

But no, I stayed right in there and showed them all the ropes. I gave myself a limit of 3 wipes on a boss. If we wiped 3 times on a single boss and it was clear they just weren’t “getting it”, then I’d take my leave. Setting a hard boundary for yourself is a good way to retain your sanity.

Blizzard allowing anyone in the party to mark targets was a great improvement overall. I’d say it ranks as one of those really underrated changes. Now other players don’t have to be the dungeon guide to mark stuff. They can simply tag their own targets.

The pressure is slowly easing off the tanks when it comes to taking the lead. That is a good thing, right?

Shaman Healing Talents for MoP – Choose Wisely!

Welcome to part 3! Looks like Shamans are heading into the expansion in the best form since their Ulduar buffs! Let’s take a look at their offerings.

Shaman talents

Matt’s selections

mop-talent-shaman_thumb1

Level 15: Affects movement of enemies. Nothing healing her but would most likely take Earthgrab Totem.

Level 30: Stone Bulwark totem seems about right. But nothing that screams healing for me here.

Level 45: Tranquil Mind totem seems quite awesome for PvP. Windwalk is another option but the usage of both would be heavily dependant on boss encounters and so forth. I’ll pick Tranquil Mind for the ability to ignore spellcast interrupts.

Level 60: Yet another raid healing cooldown for Shaman since SLT might not be enough going into Mists. Healing Tide totem looks to be the Tranquility look-alike. Don’t discount Fortifying Waters either as 10% reduced magic damage will come in handy (I just don’t know when).

Level 75: Ugh, torn between Nature’s Swiftness and Echo of the Elements. Probably the echo. Would be nice having duplicate shaman spells shooting around.

Level 90: Totemic Projection. Being able to tactically place your defensive totems would be a big asset. Elemental Harmony would be a situational talent in case you need to overload an area with water totems.

It does seem that Shaman are going to go into this expansion with a massive boost to their capabilities. With the additional healing buffs and utility talents, they have become that much more competitive. There are 5 talents here that help with healing (or at least, can be considered defensive minded).

Skills

Some of the former Resto tree talents are now merged into the skills that players can receive as they work their way up in levels. Resurgence, Ancestral Awakening and Tidal Waves are the ones I can see. New 85+ skills have not been released yet. I’m not sure if any information on what it could be has been released yet. Hoping to see an Air Elemental totem though. Not sure what it would do. It could just stand there and look pretty while calling down bolts of healing from the sky healing nearby players and shocking nearby enemies. Probably too overpowered. I’m thinking the Shaman tree is just about as complete as you can get for any healing class.

What say the rest of you?