Rot-Face the Music, People!
January 20, 2010 by Thespius
Filed under All Stories, Featured, How to, Icecrown Citadel, Priest Discussion, PvE Healing, Raid Strategy
The second wing of Icecrown Citadel has been open for just two lockout periods. There have been the outcries from all sides:
“It’s too soon!”
“Thank God, it’s finally here!”
“Why can’t we just fight Arthas already?”
But my new personal favorite, has GOT to be:
“Rotface is too hard!”
First, let me go on the record that I’m thankful for fights like these. I’ve mentioned here before, and also when I’ve guest-hosted on Raid Warning (shameless plug), that I loved bosses back in the BC days. Fights like Leotheras or Al’ar took coordination, teamwork, and dedication. I remember the guild I was in never took down Al’ar. Primarily, we lacked perseverance. We would spend 3-4 attempts on that bird, and then people would gripe about how hard it was and we’d move onto Loot Reaver, I mean Void Reaver.
My point is that in Wrath, we’ve essentially seen easier bosses in raids. Yogg was hard, Faction Champions held up a lot of guilds, true. Aside from examples like those, we haven’t seen any fights in ICC thus far that have resembled the challenging nature of a true raid boss.
Rotface as a challenge? I welcome it. I think we, as raiders, get tunnel vision too easily. Most of the fights have been the following:
- Switching targets to an add or group of adds
- Stay out of the stuff on the ground
- Heal through this bout of incoming damage
Hence, Rotface is a breath of fresh air, even if it’s the leading cause of my healer-rage on any given raid night. Healers, because of the instances of raid damage, have to step it up. Any combination of the following mechanics will make for a bad experience:
Mutated infection – [UNAVOIDABLE] The primary mechanic for the fight. Your choice to cleanse it early, though I wouldn’t recommend it unless your raid is totally on their A-Game. You have to get on top of this as fast as possible because of the Mortal Strike-styled healing debuff. When I’m assigned to the mutated peeps, I throw PW:Shield, Prayer of Mending, and a quick Penance to pile on Grace. It’s better to keep them topped off than just keep them alive.
Slime Spray - [AVOIDABLE] This is a pain in the butt to deal with if people don’t move out of the way. At roughly 5k each second, multiple victims make healing rough, especially in the later stages of the fight. It’s a short cast but on a regular timer, so it’s easy to anticipate. If you keep your raid clumped behind the boss, a simple run-through to the other side is all that’s needed. Don’t always assume it’s going to the majority of the raid. Rotface may target the slime tank/kiter. I’ve seen attempts almost wipe because people ran right into the spray without thinking.
Ooze Flood – [AVOIDABLE] The standard WoW rule of “Don’t stand in the crap on the ground!” A lot of raiders claim to be taken by surprise, but I don’t buy it. Not only do you get an audible warning from Petricide, but you see ooze spouting from the pipes before the flood appears. At crucial moments of kiting or fleeing the ooze explosion, it’s not impossible to miss these entirely.
Radiating Ooze – [SEMI-AVOIDABLE] The only time anyone should be taking damage from this is the person merging an ooze with the big ooze and possibly the player kiting the ooze. They’ll take damage from their own smaller ooze, which is less, and then momentarily from the big ooze. I see too many people run INTO the ooze to try to get it to merge. In actuality, you just need to get the ooze into the 10 yard radius of the big ooze for it to merge. Even at that, it’s best to wait until your disease is gone to step into that area. A near-full ooze will tick for a lot of damage, and a half-heal debuff is horrible to try to work through, let alone the tick from the disease itself. It’s easy to die to this, even with a lot of healers on you.
Unstable Ooze Explosion – [AVOIDABLE] It’s simple. It’s like the orbs in Void Reaver, except smaller. Once the ooze explodes, and not before, you should start running away. From personal experience, try not to be by the tank when it explodes. If the tank is caught in about 4-5 of those projectile oozes, he or she is a goner. Don’t run into ooze puddles, and don’t run near other oozes that are still growing.
—–
I highly recommend that you read and know each of the mechanics that I’ve explained above. These debuffs and mechanics aren’t just for the healers to heal through but for every raider to avoid. One or two of them together is manageable, but when you’re consistently not paying attention to the different intricacies of the fight, it just makes my soul hurt.
I know there’s a tendency to just want muscle through some of the fights, but on some of these Icecrown fights, it’s imperative to actually know what you’re being afflicted with. Your little extra focus can get you through that last 30% that most guilds may be struggling with.
Let’s Get Reacquainted With Healing!
December 26, 2009 by Lodur
Filed under All Stories, Featured, PvE Healing, War-Crafting
A lot of things have changed since the introduction of Dual-specs. Players, and indeed raids as a whole have become much more versatile. A lot of times guilds are calling on Hybrid classes that have healing capabilities to heal in a pinch, my guild is no exception and all of my healing capable raiders do indeed have a healing spec ready just in case. With that in mind, it’s become a point of concern that there seems to be a lack of support for these players that are making the transition. Most healing guides deal with players who are just healing for the first time and learning the way around their toons, while a good chunk of raid leaders expect you to know your class well enough to jump in and heal an encounter. The truth is most players who are asked to heal, at one point or another tried it, so it’s safe to assume you have a basic knowledge of it. So where does a player in between novice healers and healing expert go for advice? Well Lodur is here to help you out. Here’s somethings I’ve used to help my guildies make the transition.
Getting Back Into The Swing of Things!
One of the hardest things to do after not healing for so long is getting back into the swing of things. You can dust off that shiny healing set, but if you don’t know all the nuances or have had time to adjust to how things might have changed since the last time you threw some healing beams of love around, you need to bone up a little bit and bring yourself up to speed. What I tell all my players making the switch is your first stop should always be the heroics. You can laugh at me all you want, but even seasoned healers have trouble with the new heroics, and it’s a good way to warm up. Especially when you consider the new LFG tool has a wait time of about 20 seconds for a healer. Heroics are always a good place to start as they give you a small environment to practice in and yield you badges which can net you some very nice rewards in trinkets, rings, or even tiered healing gear if needed. After some of the easier ones, queue yourself up for the harder ones. Get in to the new Forge of Souls, Pit of Saron and Halls of Reflection. When you can do those comfortably, it’s time to move up to raid environments. Start with things one tier below where your main guild is raiding. If your guild is raiding Ulduar, might be worth it to try and find a Naxx group. ToC, try to get into an Uld run, you get the idea. This gives you a chance to experience a raid environment again and lets you get your healing synergy back in tact. Healing solo is fine but when you have 2-5 other healers around you, working together is always key. Once you feel you’re ready, then it’s time to get in there and throw down with your guild. After a couple days your rust should be sufficiently shaken off so that you can pinch heal for your raids.
One Instance to Teach It All!
Often times it’s asked if one zone can teach you everything, or rather one instance that can teach you everything about the healing game. When I’m asked this I have a two fold answer. Yes I feel these instances exist and there are two of them. One of course is Icecrown Citadel. Unfortunately it is very likely that this is your guilds primary content right now, and it’s not fully unlocked yet. The other instance I feel that meets this condition is Ulduar. Ulduar has many varied fights, some with tons of AE, some with huge tank spikes, and some with random aggro / damage flinging. It gives you a little of everything, and it’s a great way to limber up before the big show. A Paladin switching to Holy healing Hodir will have a vastly different experience than healing Anub in ToC. I’m sure some of you are wondering why I didn’t say ToC. Well to be honest, ToC is an instance that can be brute force healed. If you have enough Spell Power, enough MP5 or just enough replenishment, then you can pretty much spam heal through the vast majority of fight. There’s not a lot of finesse overall. Even edging into Heroic ToC, it feels to me like it’s just a matter of being able to continuously cast. I’ve done ToC and Ulduar on my Shaman, a Priest that I borrowed from a friend and a Druid and I can tell you from my first hand experience that Ulduar felt harder and made me pick smart spells more than ToC did.
Get By With a Little Help From Your Friends!
The process of getting reacquainted with healing on your toon isn’t a very long path to walk. I’ve heard people refer to it like riding a bicycle, you never truly forget how to do it. The learning curve can however be shortened with the help of your guildies. Your guild can contribute in many, many ways. Besides providing bodies for heroics and raids, your guild is also a wealth of information. In my guild the only thing we’re missing is a full time Holy Paladin, but there are Resto Shamans, Holy Priests, Disc Priests and Resto Druids a plenty, so there is usually someone on to help the aspiring healer get things set. . It never hurts to ask for help or tips and tricks. Experienced players when asked questions can help you learn how do eek that much more out of your healing, or different tricks of the trade for your class. Any guild who asks you to take on a potential healing role should also be willing to spend the time needed to make sure you’re up to speed. If this means a week of guildies pitching in to help you learn and gear up they should be willing to do it. I know in many cases my guild has taken the time and run old content to get them up to speed many times over. They can also supply crafted gear for you. I have an elemental off spec, I do this so that in a pinch I can pop over and give the raid Totem of Wrath. My gear for that set is largely due to guildies helping out and making me things.
So what about you? Any tips to share for people reacquainting themselves with healing? What do you think the best instance is to teach a healer everything they need to know? Is there one?
well that’s it for today, until next time, Happy Healing!
Resto Shaman Tier 9 and More!
June 24, 2009 by Lodur
Filed under All Stories, Gear, Patch Notes, PvE Healing, Shaman Discussion, War-Crafting
By now I’m sure you’ve all heard about the tier 9 sets that have been released. Unlike Tier 7 and 8, instead of having two different levels of gear, there are three levels.
This is kind of nifty. It adds more opportunity for raiders of all levels to gain tier set pieces. There is no artwork for it yet, but you can click the link and check the stats. The big thing here is the set bonuses.
Instant castIncreases the healing done by your Riptide spell by 20%.
Instant castIncreases the critical strike chance of your Chain Heal spell by 5%.
These might not seem like a lot, but these are quite nice as it stands. Lets take a look at the 2 Piece. Riptide already seems to have received a little buff in it’s healing come the patch but lets use the value of the Rank 4 Riptide and according to the 3.2 talent sheet, the current rank 1 Riptide
The spell has two parts we’ll make the assumption that the set bonus affects both parts. The spell initially hits for 1604 to 1736, a 20% increase on that 1925 to 2083 on the front end. After the initial heal it places a heal over time for 1670. With the set bonus that HoT becomes 2004 over 15 seconds. While that might not seem like a lot consider a couple things. First it’s an instant heal and HoT for Shamans, never a bad thing. The new ranks for the spell haven’t been released yet (that I can find, if you see them please link them to me) so you can imagine those numbers will be higher. Secondly combine the 2 piece with Glyph of Riptide which increases the duration of the HoT by 6 seconds (or with these numbers should be another 800 healing if my math is right) and 2 piece Tier 8 , which lowers the CD of Riptide by a second and you have an instant heal that places a 21 second HoT on your target, and it only has a 5 second cool down. I can see that being extremely useful. Oh, and it still buffs chain heal on the target by 25%.
Let’s take a look at the 4 piece bonus now. Increasing the critical strike change of Chain Heal by 5% might not seem like a lot either, but you have to keep in mind a couple things. Before raid buffs I’m packing close to 27 % crit, maybe more depending on what pieces I am wearing. I suspect the vast majority of the Shaman Healing community falls between 25% and 30% before buffs (cursory glace at armory seems to support that theory) in a raid environment you can already get close to 40% crit. Adding another 5% to that is just insane, it will definitely increase our throughput quite a bit. It will also work hand in hand with changes to Improved Water Shield which now procs off of chain heal without consuming an orb. This will do wonders for our mana regeneration along with our healing throughput.
The newest item I’m probably most excited about though so far is not the Tier 9 set (while it is nice) but we have a new Totem. The Totem of Calming Tides is, quite simply put sexy. When you cast Chain Heal you have a chance to gain 234 spell power for 15 seconds. That is just nice any way you slice it. Combine that with the increased crit chance and the fact we’ll most likely be packing enough haste to have 2 second or sub 2 second chain heals and I suspect more often then not we’ll have the buff. There is no information on proc percentages yet, but it’s still very early in the PTR. It should also be noted that this so far does not just affect your chain heal spell power, but your overall spellpower, meaning when it procs Earth Shield, Riptide, our various Healing Waves and even Healing Stream Totem will gain a benefit. Personally I can’t wait to get my grubby little Shaman fingers on this one.
Along with the Tier Sets we were provided information for Badge Goggles andBadge Shoulders. While they are pretty good I just find myself hard pressed to get excited about them. Maybe after the models are released for Horde / Alliance.
The new totem and the Tier set fits very nicely with the talent and spell changes for Shamans in the coming patch, you can read my initial thoughts on them Here.
For those who don’t remember here they are again.
- Call of Air – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire or Call of Water.
- Call of Water – Simultaneously places up to 4 totems specified in the Totem Bar. Can call different totems that Call of Fire.
- Call of Fire – Simultaneously places up to 4 totems specified in the Totem Bar.
- Totemic Call has been renamed to Call of Earth -Â Â Â Â Returns your totems to the earth, giving you 25% of the mana required to cast each totem destroyed by Call of Earth.
- Tidal Waves has been changed to -Â Â Â Â When you cast Chain Heal or Riptide, you have a 100% chance to lower the cast time of your Healing Wave spell by 30% and increase the critical effect chance of your Lesser Healing Wave spell by 25%, until two such spells have been cast. In addition, your Healing Wave gains an additional 4/8/12/16/20% of your bonus healing effects and your Lesser Healing Wave gains an additional 2/4/6/8/10% of your bonus healing effects.
- Nature’s Guardian now give you a 100% chance to increase your maximum health by 15% for 10 sec instead of 50% chance to heal for 10% of your total health. Cooldown increased from 8 second to 30 second.
- Mana Tide Totem now has 10% of the caster’s health. (Up from 5 health)
- Nature’s Swiftness now has a 2 min cooldown. (Down from 3 min)
- Improved Water Shield no longer consumes a Water Shield Orb when you gain a critical effect from your spells, now also has a 10/20/30% chance to proc from Chain Heal.
- Ancestral Healing now reduces your target’s physical damage taken by 3/7/10% instead of increasing its armor by 8/16/25%.
Looking at those and looking at the set bonus I’m definitely starting to get excited. I’ll report more on it after I get some time in on the PTR, Lodur is transferred over on the PvE server for the PTR and will be getting some play time tonight after my raid and tomorrow for sure. I’ll update this when I get some more information on how the talents are working and how it feels in a raid environment, particularly hard modes.
What do you guys think of the Tier set and the Relic? Are you going to transfer over onto the PTR and try the new talents out? Are you looking forward to hard mode as a Shaman healer?
Until next time, Happy Healing.

Official 3.2 Patchnotes for Shamans
June 18, 2009 by Lodur
Filed under All Stories, News and Opinion, Patch Notes, PvE Healing, Shaman Discussion, War-Crafting
Ok so yesterday I posted what the Devs were saying, but now they are officially up on the forums. Lets see what shamans have cooking for the patch and PTR
Shaman
- A customizable totem bar will now be available for shaman allowing the storing of 4 different totems. These totems can be placed on the ground at once in one global cooldown for the combined mana cost of all 4 totems.
- All Shocks now have a default range of 25 yards, up from 20 yards.
- Base health increased by approximately 7% to correct for shamans having lower health than other classes.
- Chain Heal: Jump distance increased to 10 yards. In addition, the amount of healing now decreases by 40% as it jumps to each new target, instead of 50%.
- Ghost Wolf: Can now be learned at level 16. While in this form, snaring effects may not bring the shaman below base normal run speed.
- Talents
- Enhancement
- Shamanistic Rage: Cooldown is now 1 minute, down from 2 minutes. Successful melee attacks now have a chance to generate mana equal to 15% of the shaman’s attack power, down from 30%.
- Restoration
- Ancestral Healing: The buff from this ability now reduces the physical damage taken by the target by 3/7/10% instead of increasing the target’s armor.
- Cure Poison and Cure Disease: Combined into a single spell, Cure Toxins.
- Earth Shield: Dispel effects will now remove charges of Earth Shield rather than the entire aura.
- Healing Way: Redesigned. Rather than providing a chance of increasing Healing Wave spells on a friendly target, this talent now innately increases the effectiveness of the shaman’s Healing Wave by 8/16/25%.
- Mana Tide Totem: Totem health now equal to 10% of the shaman’s health.
- Nature’s Guardian: Redesigned. Now has a fixed 100% proc rate, has a 30-second internal cooldown and increases the shaman’s maximum health by 3/6/9/12/15% for 10 seconds.
- Nature’s Swiftness: Cooldown is now 2 minutes, down from 3 minutes.
- Tidal Waves: No longer reduces the cast time of Lesser Healing Wave by 30%. It instead now provides +25% critical strike chance to Lesser Healing Wave, along with the previous 30% cast time benefit to Healing Wave.
- Enhancement
Lodur’s thoughts:
Oh my! We knew about the totem bars, and we knew an increase in health was comming. 7% increase will be very nice for our survivability in PvE as well as PvP
Nature’s swiftness – We already knew about but it’s nice to see it in print
Ancestral Healing – Great googly moogly thats awesome. I have to say reducing incomming damage by 10% that’s just amazing! And it scales ridiculously well with content. I mean Disc priests used to only get 3% from grace. This change has made me excited (I hope this one stays! think of this with chain heal!)
Cure Toxins: With us having Cleanse spirit this change is kindda meh for restoration Shamans, but really awesome for odd PvP specs.
Earth Shield: More of a PvP buff but still pretty slick.
Healing Way: This is very handy. The change to this talent will let you roll your Healing Wave around a bit and I’m certain more people will use it now as a result. Maybe not much more, but a bit.
Nature’s Guardian: Also more of a PvP fix, but I’ve seen some Shaman pick it up for progression fights, which isn’t a half bad idea. The change to it could see more use esepecially in hard mode fights with lots of raid wide damage.
Tidal Waves: A lot of Shaman I’ve been talking to haven’t taken a shinning to this one yet. Personally I think it’s a great thing. The extra crit will let you get Ancestral Healing out there and its a fast heal to begin with. I like this change.
Improved Water Shield: 30% change to be triggered by Chain Heal is nice. Not losing an orb is even better. There have been too many hectic fights where you forget or just can’t spare the GCD to toss Water Shield back up. This takes care of that and lets you keep it up a bit longer, which will help your overall mana regen.
Chain Heal: We new the increase in range as well as the lower number on the healing reduction, but seeing it there is a comfort for sure
I can’t wait to test these out!
*edit*
I forgot to mention the replenishment nerf.
Replenishment: This buff now grants 1% of the target’s maximum mana over 5 seconds instead of 0.25% per second. This applies to all 5 sources of Replenishment (Vampiric Touch, Judgements of the Wise, Hunting Party, Enduring Winter Frostbolts and Soul Leech).
Also at the same time MP5 gear will be getting… more MP5
I do <3 me some MP5
Who wants to do some hard modes? What do you guys think so far?
I’ll update this post as needed, but until then, Happy Healing,

New Shaman Changes Announced!(updated)
June 17, 2009 by Lodur
Filed under All Stories, News and Opinion, Patch Notes, PvE Healing, Shaman Discussion, War-Crafting
Well we talked about it durring the Shaman Q&A recap here. At the time they were talking about revamping the way totems are handled, and well some news has just come up to shed some light and detail on the new design.
Nethaera Chimed in an official blue post:
There comes a time in all shaman’s lives when they must learn to harness the power of nature and wield powerful totems. As they grow in power, so do the opportunities to use these instruments of healing, protection, and destruction. In the upcoming content patch, Call of the Crusade, the shaman will be able to quickly place totems of each element, aiding them in managing these powerful focuses of nature.
We wanted to provide some insight regarding the upcoming shaman-specific interface addition, the Totem Bar. Shaman will be able to utilize this new bar to manage their fire, earth, water, and air totems in a more accessible and convenient way. This bar will appear on the left-hand side above the standard toolbar, similar to warrior stances or druid forms. The bar contains space for four totems of the player’s choice, one of each element. Clicking the respective button will drop that totem. To the right of the four totems is a button for Totemic Call, which we have renamed Call of Earth. To the left of the four totems is a new ability named Call of Fire which will drop all four totems on the bar at once. The mana cost is the same as if the shaman dropped all four of the totems one at a time. However, it takes but a single global cooldown.
Questing shaman will be able to quickly move their totems of choice forward, while a shaman in an instance, Arena, or Battleground will be able to replace their totems if they have to move or if the totems are destroyed.
Shamans will also be able to customize their bar to set Call of Fire to drop less than four totems if they choose. Access to this functionality is made available at the same level as Call of Earth (currently level 30.) At higher levels, Shaman will gain two additional spells, Call of Air and Call of Water. These function exactly the same as Call of Fire, essentially giving the shaman three different sets of totems that can be placed at once. New key bindings will also be made available for all of these slots.
As with all new content under testing, we want to caution players that, as a new part of the interface, there may be additional changes during the period of the PTR until the release of the Call of the Crusade content patch. We look forward to constructive feedback once it is available for testing.
This is FANTASTIC news! First of all it should be noted this is something many many players have been suggesting for a number of years. The “stance” bar for totems should provide a nice, neat way to keep them organized. On top of that not only do we get our promised ability to drop all our totems on one cool down but we get THREE sets. Call of fire, Call of Air and Call of Water. This means we can swap from casting say our standard caster totems, to melee to even PvP.
I’m already making plans for what mine are going to look like if we get them and baring any totem changes. Tentatively I’m looking at the following unless they do revamp all the totems drastically.
Call of fire (caster) Stoneskin Totem, Flametongue Totem, Healing Stream Totem, Wrath of Air
Call of Air (melee) Strength of Earth, Healing Stream Totem, Windfury
Call of Water (utility/pvp) Tremor Totem, Cleansing Totem, Grounding Totem.
I look forward to being able to run in after a tank on a fight like hodir, hit one button and then run like hell out of there and start healing right away!.
Not to be left in behind, Ghost Crawler himself pops up and has a few things to say about Shaman healing as well.
GC:
We have changed Healing Way to work better with HW and we have changed Improved Water Shield to also work with CH. We also dropped the cooldown of NS to 2 min so that you can HW more often. We’ll try to make a post of all of the Resto changes soon.
Improved Water Shield procs will not consume Water Shield charges. The tooltip says something like “as if you had consumed an orb.”
Oh my!
Nature’s swiftness dropping a full minute off of its cool down is really huge, Chain Heal causing Improved Water Shield to proc is very nice as well not to mention that Improved Water Shield will not consume an orb. That’s really really good news!
I think this is a step in the right direction. They are beginning to look at our healing and are trying new things to tweak us and bring us up a bit in mana conservation as well as throughput. I’m excited to see these hit the PTR and I look forward to seeing what else they have in store for us!
So, what do you guys think so far? What other changes do you expect?
EDIT:
ANOTHER HUGE change
GC says
We have changed these spells for 3.2. And yes, there are some other changes. The main buff to Chain Heal is likely to come in increasing the jump distance to 10 yards and buffing the amount of healing decrease with subsequent targets to 40% down from 50%. CH, HW and LHW should all be doing bigger numbers when you consider all the talent changes.
We’ll try to get the full notes out soon, but even then remember that this is a major “new tier” patch and is likely to have more iteration due to PTR feedback than the last few patches.
OH BOY! Chain heal going to 10 yards and retaining only losing 40% of its heal!?!? I’m a happy happy happy shaman with this news.
My fingers are firmly crossed that this happens.
Timing is Everything!
June 15, 2009 by Lodur
Filed under All Stories, Featured, PvE Healing

You know the old saying timing is everything right? Well it’s very true for healing. Bad timing can cause a dead tank, or a wiped raid. Management of global cooldowns, spell cooldowns and compensating for lag can make all the difference in the world between a bad healer a so-so healer or a good healer. So, how can we deal with these as healer? Well there are a couple mods that I’ve found quite useful for dealing with this.
Quartz
Quartz is a casting bar mod addon that replaces the default Warcraft one. It is highly customizable and is very useful for help with compensating for latency.

That’s a picture of it in use. The icon of the spell is displayed to the left of the bar and the bar shows the time left on the cast, as well as the estimated time of completion. In this case you can see that my Lesser Healing Wave was taking 0.9 seconds to cast, and had 0.1 seconds left before it completed. I couldn’t get a good picture of it, but it adds a latency marker at the end of the casting bar. It’s a red block with with the latency added in on the bottom of it. You can see it slightly at the back end of the 0.9. You have to enable the feature in the options for the addon, but once you do you’ll be good to go.

It will compensate for whatever latency the game has, and anytime you see your cast bar hit that red block, it’s safe to hit another spell and have it begin to cast when your current one is done. This is useful for many reasons, chief among them is to keep your heals streaming without interruption. Nothing worse then hitting a heal and not have it start to cast, only to find your tank or DPS dead as a result. The mod is highly customizable in look, size and what it shows you. It can show you everything from your own global cooldown, how long is left on an interrupt on you as well as function as an enemy casting bar display. If you haven’t taken a look at Quartz, you might want to.
Fortex
Fortex is a mod that tracks quite a bit of information for you. At first glance you’re probably saying to yourself “but that’s just for warlocks”, but I can assure you it’s not. The mod has an options for every class’ cooldowns in the game.

You can see here that it makes a bar for you to use. The bar is resizable and you can adjust it’s color. When you cast a spell with the cooldown, it will show on the bar at the time marker closest to its cooldown. When a spell reaches the end of its cool down a splash icon will display growing outwards from the endpoint to let you know it’s ready. You can see in the image above my Riptide has just become available while my Nature’s Swiftness is still on cooldown. I’ve found this very handy because it’s something I can catch out of my peripheral vision easily while still keeping my eyes on the encounter and health bars. It has a ton of options and many for other classes

It can show you debuffs, soulstones, buffs, even trinket cooldowns. I’ve also found this very handy on my Death Knight and my Hunter. Since installing it I can tell you my healing has gone up as well as my DPS on my other toons. Knowing when your spells and trinkets are available and using them as quickly as possible can make a tremendous impact on your healing and damage output. This mod definitely helps me get the most bang for my buck out of my spells and trinkets.
Having a mod that helps you compensate for your latency and one that can help you manage your cooldowns is incredibly useful. There are many out there, I suggest taking a look through all the ones that are available and find ones that work for you and fit your play style and your User Interface. I just happen to have found these two mods quite useful in this endeavor. Here’s a picture of how these two mods fit with my UI featuring my friend’s lovely pet Gertrude tanking Chillmaw for us.

So what about you? Have you found any mods that you find useful for managing your cooldowns? How about a good casting bar to help compensate for latency?
Until next time, Happy Healing!

Image courtesy of www.sharewareplaza.com
Restoration Shaman – Ulduar 10 Gear
May 21, 2009 by Lodur
Filed under All Stories, Gear, Guild Topics, Loot Distribution, PvE Healing, Shaman Discussion, War-Crafting
It was requested that I do a post highlighting the gear for the 10 man raiders, so here it is!
It’s often easily looked over when your focus is on 25 man raiding, but 10 mans are there and are a wonderful thing. They allow smaller guilds to still be able to see endgame content and to be honest some of the best loot comes from 10 man raids. Lets take a look at the toys a shaman has available to him running around in 10 man Ulduar!
Head - Couple good pieces for your head come from 10 man Uld First up is [Helm of Veiled Energies] (XT-002) Haste, Crit and good spellpower, can’t really go wrong there. Second choice is your tier piece [Valorous Worldbreaker Headpiece] (Mimron). Your tier pieces are always a good pick up
Neck – [Pendant of Endless Despair] (General Vezax) is a good pickup Crit and MP5 will help keep those mana stores filled and it has decent spell power to boot. Another choice is [Pendant of the Shallow Grave] (Thorim) Haste, Crit and Spellpower as well as a yellow socket. Not bad at all.
Shoulders - Not much for us unless you have some odd obsession with spirit (let’s hope you don’t) so I would say just snag your [Valorous Worldbreaker Spaulders] (Thorim) and say thank you =D
Back - Here we have three choices, two of which are zone wide drops from trash. First up is [Cloak of the Dormant Blaze] crit and MP5 make this an attractive pickup if you’re lucky enough to see it drop. [Drape of the Spellweaver] this one has Haste and Crit. It’s a bit more of a dps cloak but it’s still good for us. If you don’t want to wait for trash to drop it, you can take a gander at [Shawl of the Caretaker] (Ignis). Good stats, if you see it drop I suggest trying to snag it.
Chest – Obvious choice would be the tier 8 chest piece [Valorous Worldbreaker Tunic] (Yogg). If you’re find yourself with time before you get to yogg you can always opt for [Firestrider Chestguard] (Flame Leviathan). Haste and Crit, its a good pickup.
Waist - [Belt of the Iron Servant] (Iron Council) is a great belt from the 10 man. Great smattering of stats, good regen. Well worth the pickup. Another option if you have the cash to burn, you can pick up [Blue Belt of Chaos]. Crit and MP5 as well as two sockets make for a good belt. Toss a belt buckle on there and it’s even better.
Wrist – [Armbraces of the Vibrant Flame] (Ignis) are BoE so you can probably snag them on the AH if you don’t see them drop. Another option is after you snag 60 Emblems of Valor to pick up [Pigmented Clan Bindings], they should last you a long while.
Legs – [Ironscale Leggins] (Razorscale) has good MP5, a nice smattering of haste and some good spell power. Worth the pickup while you wait for [Valorous Worldbreaker Kilt] (Hodir)
Feet - [Greaves of the Earthbinder] (Thorim) are a good pickup. Crit and MP5 as well as a blue socket make these very nice.
Main Hand – First up is [Pulse Baton] (Mimron) A solid main hand weapon and well worth picking up. Less conventional options are [Stormtip] (IC) and [Plasma Foil] (XT-002) they pack good spell power with either Haste or Crit respectively. The only problem with them is that they pack spirit, which is wasted on a shaman. If these are going to be sharded or offer a significant boost in spell power and either crit or haste they are worth grabbing as a transition piece. But its something I would avoid if possible.
Offhand – [Ice Layered Barrier] (Hodir hardmode) is a best in slot item for even heroic level. It’s a rock solid shield with great stats. If you can get this get it! Another very solid option is [Pulsing Spellshield] (XT-002) Crit and Haste help it be a very nice shaman shield.
Rings - [Fire Orchid Signet] (Freya) is a great pick up. The ring has all the right stats and a socket to boot. Another good option is to get [Renewal of Life] (25 Emblem of Valor) with your badges. It’s a solid ring and will last you a while.
Trinkets – There are three trinkets from 10 man ulduar that are worth looking at. [Energy Siphon] (FL) has great MP5 and the on use effect is nothing to scoff at. [Eye of the Broodmother] (Razor) 87 crit (almost 2%) combined with essentially a 125 sp boost makes this an amazing trinket to grab if you can. Last up is [Sif's Rememberance] (Thorim) Good spell power and it gives you a chance to proc more MP5. If it drops there is no good reason not to take it.
Well thats it for today. Those are the items you can look forward to from Ulduar 10. They are really nice, and in serveral cases comparable to gear from Heroic Ulduar.
Until next time, Happy Healing.

Being the Shaman Behind the Meat Shield
February 20, 2009 by Lodur
Filed under All Stories, Featured, General WoW Gaming, Guild Topics, PvE Healing, Shaman Discussion, War-Crafting

Back on the 13th, Mera asked a question that I felt deserved a post to fully answer it.
“Can shamans make good MT or OT healers, as in to the same standard of other healing classes?”
I provided a short answer of yes on the 13th, but I’m going to try to flesh it out a bit more here.
Shaman have been given a lot of tools when Patch 3.0 was brought live. These tools allow us to be competitive with other healers in single target healing. Really we can break this down into a few sections – Spec (talents), Glyphs and Strategy.
Spec/Talents:
There are three very popular specs out there right now:
- 0/16/55 This has been referred to as the cookie cutter spec.
- 0/14/57 This spec. This spec moves points out of Elemental weapons to buff ancestral healing.
- 0/14/57 A build which takes a few points out of Thundering Strikes in order to have a maxed Healing Way and Ancestral Healing while forsaking Improved Water Shield.
Each has different strengths they bring to the healing fight so to speak so lets take a quick peak at some of the choice talents.
Let’s take a look at the talents we pick up in enhancement first.
Thundering Strikes: This talent is five points of wonderful. It boosts your crit by a solid 5%. This is great because when you are on a Tank there can often times be spikes in damage. Having a higher crit ensures a better chance of being able to top off the tank with one healing wave instead of two or three.
Improved Shields: This talent increases the bang for the buck you get out of your Earth Shield. That 15% counts for a lot in the long run, and your tank will thank you for picking it up.
Elemental Weapons: More spell power is always good. This gives you an additional 45 spell power, no reason not to take it.
Now, those are very straight forward. One can argue the same about the next set but I’ll highlight the talents in the restoration tree that, in my opinion are great main tank healer abilities, or have been updated recently and can fill that role.
Healing Way: I’ll start with Healing Way, which is second only to Earth Shield in my book when one thinks of Shaman healing a tank. This talent recently underwent a change that make it a very useful talent once again. The full affect of the talent is applied when you use the spell once. This means that you no longer have to spam the ability 3 times to get it rolling. Front loading the effect means that you can toss a Healing Wave on the tank, and then burn another 15 seconds worth of spells and Global Cool Downs until the ability expires. Tossing another healing wave on the tank will immediately receive an 18% boost and keeping this in mind it’s very very easy to net 20k crit heals and higher. I personally feel this is a must for shaman doing tank healing.
Earth Shield / Improved Earth Shield: These are pretty self explanatory. Earth Shield is a bread and butter talent. For as long as we’ve had it, we’ve been using it and rightly so. You toss this up on the main tank and it can help to create a very nice reactive buffer for health loss. This talent also underwent a fix recently. Previously the chance for the shield to crit heal was based on the person you put it on. Meaning a fire mage was more likely to get crit heals then a prot warrior. They’ve fixed it now so that it has a chance to crit based on your crit at the time of casting. Looking at your talents you have 14% built in before gear and INT are calculated. This just helps improve something that was already golden.
Ancestral Awakening: A lot of people don’t like this talent, but I personally love it. Taking a look at it, Ancestral Awakening really fits well with a main tank shaman healer. It procs off of Lesser Healing Wave, Healing Wave and Riptide. If you are on a tank, you’re going to be using a lot more Healing Wave then you usually do, and as a result this will proc more often. It heals for 30% of the amount healed. Lets say it procs off of a nice Healing Wave crit for 20,000 hp. The talent (like beacon of light) only spreads around the part that’s effective healing. Lets say 10,000hp of that heal is actually healing. That’s still a 3k heal that lands on someone who needs it.
Tidal Force: Again, pretty self explanatory. Having something that boosts your crit for Healing Wave is always a good thing
Tidal Waves: This talent is also very nice. It procs off Chain Heal and Riptide. We can assume that you’ll be using Riptide pretty liberally as it’s an instant cast hot with a flash heal at the front (so yes you should be using it if you’re not), and so this should be up all the time. It reduces the casting time of your Healing Wave spells by 30%. That extra little bit of haste helps to deliver your big heal faster.
Glyphs:
For Glyphs it might be a bit hard to choose for tank healing duty but we do have some good ones to choose from.
- Glyph of Water Mastery: More mana! I hope I never hear anyone complain about more mana =D
- Glyph of Mana Tide Totem: Again more mana, in this case taking full advantage of all the INT you have.
- Glyph of Healing Wave: This takes advantage of your Healing Wave casts by returning 20% of the effective healing done, ignoring overheal amounts. Great glyph for AoE bosses and fights where you might not be able to heal yourself.
- Glyph of Lesser Healing Wave: Less mana to cast, and faster then it’s big brother, this glyph lets LHW strike an Earth Shielded target for a respectable amount on par with non crit Healing Waves.
- Glyph of Earthliving: This helps make sure you have a HoT up as much as possible. 5% more Earthliving procs can help cushion your healing a bit.
- Glyph of Chain Heal: Even though you’re going to be casting more heals then Chain Heal, it still remains our most efficient heal. Casting it in between Healing Waves can help keep Tidal Waves up, and if you happen to catch any low melee in the process, so much the better.
Pick glyphs that help fill in gaps in what you need. If you need more mana, two glyphs will go along way to help that. If you find yourself taking damage and not being able to peel away from the tank, there is a glyph that help you keep standing long into the fight. Now these are just the Resto ones, I’ve heard people using ones to finagle more crit and such. Take a look Here and find ones that work for you.
Strategy
Lets face it, loling around and chain healing a raid isn’t rocket science. Using our tools to their full potential while raid healing take much more finesse. Switching gears from Raid Healing to Tank Healing takes a different mindset. First thing to remember is Resto Shaman don’t really have any preventative measures to help mitigate incoming damage beyond Stoneskin Totem and Strength of Earth Totem to add armor or STR/AGI for mitigation. Our healing is all reactive aside from maybe our two HoTs, and even then we only have full control over one of them. Earth Shield requires the person you put it on to be hit before it goes off. As a result we spend a lot of time overhealing when we’re on a tank in an attempt to keep them topped off. With the amounts of mana regen we usually have, it’s not hard to keep the spells constantly streaming while keeping up on mana. You will also make full use of all your healing spells as a tank healer. Be adaptive to the situation and be ready to move with your tank. With raid healing it’s easy to sit put and plug away but a lot of times with the tank you’ll have to move with them to keep them in healing range or line of sight.
Conclusion
With all this in mind my answer to the question is Yes, I feel that shaman are more then capable Tank Healers, on par with other classes. We have all the tools necessary to fill both roles of the Raid Healer and Tank Healer effectively. There may be fights were a certain type of healer is better for the job (like a Discipline Priest healing the Sartharion Tank on Sarth 3D) but that doesn’t mean it’s the case every time. We can keep up with the Priests, Paladins and Druids in single target healing just fine.
Image courtesy of www.plan59.com
Primal Mooncloth – Do You Need to Upgrade?
August 13, 2008 by Wynthea
Filed under General WoW Gaming, Priest Discussion, PvE Healing, War-Crafting
Have we been teaching wrong? Image courtesy of gozdeo
There’s a gearing question I get asked more frequently than any other. I also see it all over the Priest-related interweb. It goes something like this:
My Priest just started running Kara/Heroics, and I have the Primal Mooncloth Set. I’m dying a lot. When can I/ should I break PMC bonus so I can get more stamina?
The answer is invariably along these lines:
PMC has no Stam and makes it hard to stay alive. As soon as you have 2 of the 3 slots replaced, go ahead and break it. Shopping List: Robes of Heavenly Purpose or Gown of Spiritual Wonder, Light-Mantle of the Incarnate or Mantle of the Avatar, and Belt of the Long Road or Cord of Braided Troll Hair.
This always kind of bothers me a little bit, probably because I’m a crotchety oldster who was working my way through T5 content before the 2.3 badge rewards and ZA were introduced. Back in MY day, the only pieces that would add stamina to your stats without gimping your +healing and regen abominably were your Tier tokens. Which, with the infamous Warrior-Priest-Druid combo, in most raiding guilds, went to tanks first. And especially since Druid tank itemization meant they needed the T4 set bonus, preferably from their chest, Priests were pretty much out of luck. (I’ll spare you a very compelling QQ-anecdote about the injustices visited on my Priests specifically when it came to Tier-gear. Just know that it was very tragic, compelling, and you should pity me. Thank you.)
Basically, Primal Mooncloth meant you could keep your raid alive, and whether or not YOU stayed alive was your own business – weren’t you the healer??
As a result, many, many healy-Priests (myself and Matt included), worked their way into T6-level content with dramatically less stamina than recommended. For me, especially given the pressure-cooker of being the first and only female in my hardcore raiding guild, it meant I had to learn to stay alive. This is the origin of the “Oh s***!” macro, and why my UI is painstakingly designed to keep my field of vision clear.
My point is, I’ve done the content that the Priests asking about Primal Mooncloth have done – and I stayed alive. So I know it’s possible. So it bothers me to blame the prolific Priest-mortality rate on the gear and nothing else. If I wasn’t positive that people would feel attacked, accused, and offended, here’s what my response would be:
“Primal Mooncloth is perfectly adequate for the content you’re running. Rather than worrying about what gear to exchange to boost your stamina, let’s treat what I think is the real problem. Tell me about your raids: What’s killing you? Loose mobs, or AoE damage?”
And working from there, I’d like to go through a trouble-shooting dialogue. If loose mobs are running around and slaying healers, either your Tanks need to work on tanking, your CC needs to work on CC’ing, your DPS needs to work on not breaking CC, or YOU need to work on heal-timing. These are all very important skills, and, often, healer-deaths are simply symptomatic of underperforming raiders.
If AoE damage is killing you, then you simply need to learn how to keep yourself healed.
- Do you have PW:S and Inner Fire up at all times?
- Are you using profession-related bonuses appropriately? (Fel Blossom, Nightmare seed, Bandages – yes really)
- What kind of consumables do you bring? (Stam + Spirit food, Super/Major Rejuv potions)
- Are you using the right cooldowns? (Healthstones, trinkets)
And the biggest one:
- Are you fully playing your Priest? Priests are unique in the sheer variety of tools in our healbox. Binding Heal, Renew, CoH, ProH, Fade, and ProM (and Desperate Prayer, if you have it), will ALL keep you alive. In fact, they are designed to keep you alive. Priests can and should be able to heal themselves without ever neglecting their duty to the rest of the raid.
It’s not that good Priests never die – Spirit of Redemption points out that Blizz KNOWS we’re going to die. It’s that the best Priests know that gear is not the major limiting factor in your performance. And as much as I advocate using the best gear available to you, it should be to augment your skill as a player, not to replace it.
Notice: I hesitated to post this entry, for the same reason that I hesitate to reveal my real answer to the pertinent gear-question. I realize that my opinion will hurt some feelings, and it is not my intention to imply that people looking to break PMC with any of the numerous options in the post 2.4 game are bad players. It is my intention to imply that perhaps, as a community committed to improving our gameplay, our first instinct shouldn’t be to swap gear, but rather to ascertain how we can out-perform our pixilated limitations. If, after determining the REAL cause of death, we find a certain stat to be lacking, then we can recommend gear to augment that stat.
Luv,
Wyn
Spell Haste: Why You Don’t Need It
August 4, 2008 by Wynthea
Filed under General WoW Gaming

Image courtesy of andrewatla
A few words on Spell Haste: I can tell that Spell Haste is going to be the next big epeen-measurement stat. There are a couple of reasons behind this, the biggest one being that Sunwell fights are so demanding that Spell Haste is indispensable to heal all the incoming damage. The thought process runs something like this: If it’s good enough for Sunwell, it’s good enough for everyone, right? In fact, the more you have, the better you must be, right? Nope. Of course not – if that were true, I wouldn’t have a reason to post.
Sorry, I missed a left turn at Albaquerque. What is Spell Haste? Simply put, Spell Haste allows you to cast the same spells – faster. 15.67 of Spell Haste is a 1% casting-time reduction. Haste can also decrease your global cooldown to a minimum of one second. (That’s at something like 475 – effectively haste-capped. At this point, I’m not entirely sure it’s even possible to stack up that much spell haste. It certainly isn’t possible without running your other stats into the ground.)
As cool (and useful in Sunwell) as Spell Haste is, there are a lot of reasons it just doesn’t live up to the hype:
Sloppy Healers
Once in a while, some misguided soul will compare healing a raid to playing whack-a-mole. Maybe it’s accurate for your first few raids – before you figure out much about game mechanics and set up your UI properly you might have no idea who was going to take damage next. This is probably why you see so many entry-level wws reports showing an abundance of Flash Heals; the healers just aren’t experienced enough to not play a reactive game. But good healers know their fights, know their raid-mates, and know their raid frames well enough to start a cast before damage happens. Giving those same, inexperienced healers spell haste before developing their other, more relevant stats first, simply reinforces that gut reaction o-m-g-he’s-gonna-die-i-gotta-toss-healz-nao mentality. Spell haste won’t make inexperienced (or bad, for that matter) healers better, but it will train them to think faster is better – when really, planning ahead and paying attention is better.
Opportunity Cost
Flash back to Economics class with me: Opportunity cost is the cost of resources that must be given up in order to obtain other resources. You’ll notice a pattern with pre-Sunwell Spell Haste items – to get the haste, you have to give up mana regen.
Exception: Brooch of Nature’s Mercy, which is worth farming Eagle Boss in ZA for its Spirit alone.
As you’re working your way through content, you have a lot to think about in terms of stat-balancing. Your +healing must be high enough to handle the incoming damage, you have to have enough regen to last the entire fight, and you have to have enough Stamina so that you can actually do some healing. If you’re not to the point where most of your slots have few upgrades, you probably don’t have stats to spare. If you think you do, you probably don’t have enough regen. These other stats are so important for T4, T5, and BT/Hyjal content that giving them up for a stat that is not required is foolish. Wait to stack Spell Haste until you really can afford the cost to your other metrics.
Running Out of Mana
One thing that I notice most often with premature Spell Haste stacking is that casters run out of mana.
Quickly.
Why?
Bear with me. (Warning: I like easy math, so I’m using VERY rounded numbers and assuming no Quartz, Lag or other fun stuff)
Say I have a 10k mana pool, and that each Greater Heal costs 500 mana. This means I can throw out 20 of them before I go out of mana. But, I also have 250 Mp5. Each of those 20 casts took 2.5 seconds – a total of 50 seconds.
So I accrued 10 full ticks of my Mp5 – an extra 2500 mana.
An extra 5 Heals. An extra 12.5 seconds of casting.
Which, thanks to the magic of Mp5, bought me ANOTHER 1094 mana.
ANOTHER 2 casts, ANOTHER 5 seconds – and I’m done. (Because that only bought me 250 mana, which added to the 94 I had left over isn’t enough to cast another heal for this experiment.)
So TOTAL, my 10k mana pool and 250 Mp5 bought me 27 heals over 67.5 seconds. (There is a FABULOUS mod called Dr. Damage that will show you all of this in a tool tip.)
If my G.Heal hits for 6k, I just healed for 162,000. But what if we trade regen for S.Haste? Okay, now I have a 10k mana pool, each heal costs 500 mana, so I still get to throw 20 of them before I go oom. But NOW, each of those 20 casts took TWO seconds. So NOW, it only took 40 seconds. Which means I only got 8 ticks of my Mp5, which is now 200. So I only got back 1600 mana. An extra 3 heals. An extra 6 seconds of casting. Only 300 mana back. Suddenly, I’m done. (Sure, I could wait 1 second, and buy a 24th heal but then i’m REALLY done – and it takes me longer to get back in the game, because my regen is less.) Total: 23 heals over 46 seconds. 138,000 healing. Down 24,000. Down by more than my Main Tank’s pool.
For what? To get that 138k out fast enough so that it’s overheals? Because in 95% of the raiding-game, you don’t need to throw ‘em out that fast to keep up with the damage, so they would be wasted. But you’re not chain-casting? You’d have more time to regen mana? Great. Then you really don’t need the Spell Haste.
Lack of Available Gear
Another reason not to fuss over Spell Haste too much is how little gear there really is out there with Spell Haste on it. WoWhead lists 29 Priest-friendly healing items with Spell Haste GAME WIDE. Of these, 16 drop in SW, 1 in Hyjal, 2 in BT, and two require Hearts of Darkness. So unless you’re very wealthy or your guild is working through advanced End-game, you have 8 options total – and a few of those are for the same slots!
Not Fully Developed as A Talentable Stat
As Priests, we have a couple of talents that reduce the casting time of certain spells. Could be divine fury, could be shortening up our Mass Dispel or Mana Burns. But, there is no far-reaching talent option to truly take advantage of this stat wholesale. Yet. I anticipate that WotLK will bring a lot more viability to this stat as a whole, with the introduction of talents like Improved Holy Concentration. The new content will probably require a decent amount of Spell Haste, but, as currently implemented, the fact that Spell Haste gains no help from any available builds further decreases the value of gaining it as compared to other stats – spirit or +heal – that DO gain multipliers from our available talent trees.
Sunwell fights are a holy-crap-did-you-see-that-by-the-skin-of-our-teeth kind of experience. I know a guy who, before the 2.4.3 nerfs, was spending nearly 1,000g on Mu’ru attempts PER NIGHT. (Scrolls, haste pots, elixirs, repairs, etc. He’s actually leveling an herbalist just to take the pressure off.) The best comparison is to old-school Naxxramus. You just don’t do Sunwell unless you’re really dedicated to the game, and long after WotLK comes out, veteran raiders will be swapping stories about how hardcore the fights were, and what a mind-bender it was.
Luv,
Wyn












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.