Showing posts with label healing. Show all posts
Showing posts with label healing. Show all posts

Thursday, May 1, 2014

What's That Build!? - It's Build 18179 - WoW: WoD Alpha Changes - Mana Changes Galore

We got a new build this week in the Alpha client and there was a ton of new changes. The biggest news were the mana changes for all of the healing classe.

Healing Class Changes

Restoration Druid

You may remember, in the first datamined information from the WoD Alpha there was a buff to pretty much every healing spell in the game that reduced it's base mana costs by about 2% on each spell. I thought that was kind of low for how much they said they wanted to change healing and it seems I was write. There was another string of buffs to healing spells that reduced mana costs again for pretty much all classes. Big spells for classes like Rejuvenation and Healing touch got big buffs while others got smaller buffs again. Below is the full list for Druids.

  • Healing Touch cost reduced by 7% base mana.
  • Rejuvenation cost reduced by 6.5% base mana.
  • Cenarion Ward cost reduced by 5.7% base mana.
  • Lifebloom cost reduced by 2% base mana.
  • Regrowth cost reduced by 15% base mana.
  • Swiftmend cost reduced by 5% base mana.
  • Tranquility cost reduced by 2% base mana.
  • Wild Growth cost reduced by 1.5% base mana.
  • Wild Mushroom cost reduced by 3% base mana.
  • Wild Muchroom: Bloom cost reduced by 4% base mana.

Glyph of Travel was changed. Before, it would give you increased 60% mount speed but you couldn't cast it in combat. Although there weren't a lot of instances that were outside that you could even use Travel Form during a raid encounter, there were enough that this glyph would never be used by raiders outside of dailies or questing. However, it's been changed so that if you cast Travel Form while in combat you don't get the glyph affect. So this minor glyph is definitely getting much more appealing.

Holy Paladin

  • Flash of Light cost reduced by 15% base mana.
  • Word of Glory got a buff, increasing its healing to 104% of spellpower, up from 73%. This change also applied for Eternal Flame.
  • Execution Sentence, Holy Prism and Light's Hammer have all gotten nerfed by quite a bit (50-75%) in terms of healing output.
  • Divine Plea now regains 7% maximum mana, a 2.5% increase.'
  • Holy Light (the original Divine Light) cost reduced by 7% base mana.
  • Holy Radiance cost reduced by 5% base mana.
  • Holy Shock cost reduced by 5.5% base mana.
Holy and Disc Priests
  • Flash Heal cost reduced by 2.8% base mana.
  • Heal cost reduced by 1.5% base mana.
  • Power Word: Shield cost reduced by 2% base mana.
  • Prayer of Mending cost reduced by 0.4% base mana.
  • Saving Grace (Level 100 Talent Choice) cost reduced by 5.5% base mana.
  • Prayer of Healing cost reduced by 0.5% base mana.
  • Binding Heal cost reduced by 1.1% base mana.
      Discipline
  • Holy Nova cost reduced by 0.1% base mana.
  • Penance now regains mana if used to damage enemies and it no longer procs Atonement. Each tick replenishes 1.1% mana, down from 1.5%.
      Holy
  • Chakra: Sanctuary has changed so that each heal casts now reduced the Circle of Healing spell by 0.5 seconds instead of a passive 2 seconds off of Circle of Healing.
  • Chakra: Serenity now causes single target heals to refresh renew on that target.
  • Circle of Healing cost reduced by 0.3% base mana.
  • Divine Hymn cost reduced 0.6% base mana.
  • Lightwell cost reduced 0.5% base mana.
  • Renew cost reduced 1% base mana.
Restoration Shaman
  • Chain Heal cost reduced by 2% base mana.
  • Healing Rain cost reduced by 27% base mana.
  • Healing Stream Totem cost reduced by 1% base mana.
  • Healing Surge cost reduced by 14% base mana.
  • Unleash Elements cost reduced by 5% base mana.
  • Earth Shield cost reduced by 8.5% base mana.
  • Healing Tide Totem cost reduced by 0.5% base mana.
  • Healing Wave cost reduced by 7% base mana.
  • Resurgence now gives back 812 mana after casting critical spells up from 347 mana.
  • Riptide cost reduced by 5.5% base mana.
  • Tidal Waves now increase the critical strike chance of Healing Surge by 70%.
  • Shamans also received the same Travel Form glyph for Ghost Wolf form along with the new change.
Mistweaver Monks
  • Expel Harm cost reduced by 2.2% base mana.
  • Spinning Crane Kick cost reduced by 0.7% base mana.
  • Surging Mist got a nerf about about 130% of spell power.
  • Enveloping Mist got a buff of about 220% of Spell power.
  • Life Cacoon cost reduced by 1.6% base mana.
  • Renewing Mist cost reduced by 0.7% base mana.
  • Revival cost increased by 0.7% of base mana.
  • Soothing Mist got a buff of about 300% (double it's current healing) of spell power.

Tuesday, April 29, 2014

The Weekly Innervate - World of Warcraft - Holy Paladin Weak Auras

And we're back again this week for our second installment of the healing Weak Auras guide! Sorry for the delay folks, I know this was supposed to be out weeks ago BUT I got super behind again, but don't worry, I'm putting plans in motion to stop this from happening. So let's get started!

Whole UI

Innervates Key Steps To This Guide
  1. All of these Auras are set for Holy specced Paladins only except for the Low Mana Aura which will appear on all characters. So they will not appear on any other character except for Holy specced Paladins.
  2. These Auras aren't set in stone. They're customization even if you import them. But they will appear on your UI where they are in the picture. You can change them to other icons by changing the type by right clicking on the Aura and selecting an option from the drop down menu in Convert To.
  3. Have fun with Weak Auras! They don't affect anyone else but you and can really help your master your class whether it's a Holy Paladin or not! You can make it look however you want! There's no wrong way to set up a Weak Auras.
Top 3 Icons - Mana Cooldowns


These are the three raid mana cooldowns. Left is Hymn of Hope, middle is Mana Tide and the right is your Divine Plea. The Priest and Shaman raid mana cooldowns will only appear when someone in the raid has used one of these cooldowns. The star will stay on your screen anytime your Divine Plea is off of cooldown.

Hymn of Hope

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Mana Tide Totem

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Divine Plea

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Middle Icons - Misc. Things to Watch


There are a few extra cooldowns or things to pay attention too. The top is a low mana alert that I have for all of my characters. It appears when you hit 80% mana and will disappear after a few seconds, this is your queue to use Divine Plea. The middle is a very annoying Weak Aura that reminds me to put up Beacon of Light. Please Note: This is set to only appear to in 25 man raids (which includes LFR and Flex I believe) so if you're a 10man raider or a PvPer then be sure to change it in the load type. The left gauntlet is the CD for Holy Prism.

Low Mana Warning

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Beacon of Light Reminder

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Holy Prism

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Bottom Row - All The Cooldowns!


These are all of the cooldowns that you have a Holy Paladin. You might not have Holy Avenger if you chose the Divine Purpose due to low gear and not being able to do Holy Avenger without going oom. But everything else is static for all Paladins.

Devotion Aura

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Guardian of Ancient Kings

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Hand of Sacrifice

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Avenging Wrath

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Holy Avenger

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Lay on Hands

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Divine Favor

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Tuesday, April 15, 2014

The Weekly Innervate - World of Warcraft - Weak Auras for Restoration Druids

Anyone who watches my stream knows that I like to use Weak Auras. I don't like to have a lot of action bars on my screen and would rather just have an icon pop up somewhere when it is off cooldown. I use Weak Auras a lot on new healers to remind myself to use abilities. I've been a Restoration Druid for 10 years so I don't need to remember how to use abilities in sequence like I do with my Resto Shamans Unleash Elements/Healing Rain combination. But even after 10 years I still suck at remembering to use Lifebloom.


So I finally decided to sit down and show people how to do the Weak Auras that I have. Some people might ask how I'm able to play like this. Easy, most of the stuff that's on the middle of the screen is never up at the same time because it's all proc based. So there's only ever one or two icons up at any given time.

Innervate Key Steps To This Guide
  1. All of these Auras are set for Restoration Druid Specced Druids only except for the Low Mana Aura which will appear on all characters. If you'd like to use the Meta Gem/Legendary Cloak Proc Weak Auras on another healing character be sure to go the top and click the Load tab and uncheck the Class and Specialization boxes.
  2. All of these Auras (except for your Buff icon, Symbiosis and the icons at the bottom) are In Combat only. So if you want to test them out to see if they're working properly then go to the Load and be sure to uncheck the In Combat button twice (if you click it once it will give you an Out of Combat red text and it won't show up in combat).
  3. These Auras aren't set in stone. They're customizable even if you import them. I don't like spell icons and like to have other icons that are a bit smaller or more see through because I've been playing a Druid so long I know what they are. If you'd like to change the icons or make them look like the actual spell icon then right click the Aura after you import it and select Icon under Convert To.
  4. Have fun with Weak Auras! They don't affect anyone else but you and can really help your master your class whether it's a Restoration Druid or not! You can make it look however you want! There's no wrong way to set up a Weak Auras.
Top 3 Icons - Raid Mana Cooldowns

These are the three big mana cooldowns. The left one will appear when a Priest in your raid is using Hymn of Hope. The middle one is when a Shaman in your raid has placed down a Mana Tide Totem. These two icons will only appear when they are in use. The right one is Innervate. This icon will stay on the screen anytime your Innervate is off cooldown.

Hymn of Hope

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Mana Tide Totem

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Innervate

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Spirit Mender (2 Set Bonus)


This Aura will only appear when you have 5 stacks of Spirit Mender which gives you an instant cast Healing Touch.

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3 Icons in the Middle - Healing Cooldowns to Track


These are healing cooldowns for Druids to keep track of. If you're raiding in Normals/Heroics then you're going for the 13,000 Haste breakpoint which can be reached at around 560 ilvl with pretty much all Haste gear (there's a lot of it this tier thankfully). Once you hit this breakpoint you should be switching over the Soul of the Forest talent which gives you 100% haste on one ability after you cast Swiftmend which is usually paired with Wild Growth to give WG a zillion ticks. 

The tree icon in the middle is for Lifebloom. This icon will only appear when Lifebloom cannot be found on any targets in the raid. I'm actually considering changing it because it can be hard to see but it is useful if you're like me and forget to restack if it gets hectic. The blue one is for when Swiftmend is off cooldown and can be used. This will appear when anyone in the raid can have Swiftmend used on them (and not just you) since when making a standard WA for Swiftmend can be tricky since if you don't have Rejuvenation on you it is considered unusable unless you have something else targeted. The green one is when Wild Growth is off cooldown and can be used. I used to have a huge problem remembering to use WG when it started getting strong in Cata because I had gotten so used to Regrowth spam. The icons spin in different directions. If you don't want them to spin you can turn it off under the Animations tab.

Lifebloom (Not On A Raid Member)

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Swiftmend (Action Usable)

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Wild Growth (Action Usable)

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Legendary Item Procs


The orange icon on the left is for the Legendary Cloak when it procs. With Druids, if you use the Treant Glyph the Cloak animations will just not show up. This just lets me know to use Genesis instead of wasting mana blanking hurt people with Rejuvenation. The dark blue glyph is for the Legendary Meta Gem when it procs. This lets you know you can blanket the raid without using any mana. You can usually get off around 8 Rejuvenations with no cost if you're fast. Reminder: The Load settings are for Restoration Druids only, non-RDruids need to go to the Load option at the top and uncheck these boxes for them to work.

Legendary Cloak Proc

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Legendary Meta Gem Proc

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Low Mana Indiction (80% or less)


This icon will appear whenever you hit 80% mana or lower. It won't stay up the whole time, just about 5-10 seconds to let you know. When you hit 80% mana for the first time in an encounter you should pop Innervate and then use it on cooldown there after.

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Druid Buff Missing


This lets you know how many people in your group/raid do not have Mark of the Wild. Please Note: This is only for your buff so if other Druids/Paladins/Monks are buffing this will still appear. Also, if someone in your raid dies this icon will appear because technically they don't have the buff even though they can't receive it. Just keeps this in mind.

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Symbiosis Buff Missing


Yes, that is Alexstrasza looking down on my Druid with disappointment, she's even fully animated and moves around! This is for when you don't have Symbiosis on anyone in the raid. I decided to have fun with this one because Symbiosis should be cast before you ever pull and stays up even during wipes so she will never get in your way! And models are funny, I wanted to use Ysera but her model isn't an option. I'll be really sad when WoD comes out and this WA will go away along with Symbiosis. Please Note: The settings are for this to only appear Out of Combat (so it will disappear once you enter combat whether Symbiosis is up or not) and in 10 Man Raid Instances only so if you raid 25 mans just change the Instance Type to 25 Man under the Load option.) 

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Druid Cooldowns


In order of Left to Right is Nature's Swiftness, Ironbark, Tranquility, Wild Mushroom: Bloom (w/ Optional Overheal Progress Bar), Heart of the Wild, and Berserking, These are all of the Druid healing cooldowns you'll need to keep track of. If you're not a Troll Druid than you can replace Berserking with Heart of the Wild or Incarnation: Tree of Life if you use those talents or just not have anything there. The Wild Mushroom: Bloom is a two part Aura. The icon shows when Bloom is off cooldown and can be used. The progress on the bottom tracks how close the Mushroom is to being maxxed out on healing potential. Please Note: All of these icons will appear outside of combat, if you want them to disappear until combat starts go to the Load tab and select the In Combat box. PS: The Wild Mushroom Bloom icon will appear whether or not you have a Mushroom placed on the field. It keeps track of the cooldown.

Nature's Swiftness (Action Usable)

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Ironbark (Action Usable)

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Tranquility (aka the Jesus Heal)

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Wild Mushroom: Bloom (Action Usable)

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Wild Mushroom: Bloom (Overhealing Progression Bar)

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Heart of the Wild (Action Usable)

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Berserking (Action Usable)

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Special Bonus Round (Siegecrafter Blackfuse Healing Trinket Aura)


I actually made this while writing this post. This will show up when the buff Restless Spirit from your trinket off of Siegecrafrer Blackfuse is active. If you don't have this trinket or don't want it (don't know why, its best in slot for like every healer) then you can just skip it!

dudOcaGleX2uvZuIQ5kvnBvCtkLCBvs7Ks2lz3kA)iOFsP6Viv)gudvIsdgrz4QuhuICmv5CG0cruTuvILd1JLWtPAzG45atebmvinzbnDLoSKUkc0LfDDuAJiLHHQndX2rKEMa9vjkMMu(oLIttX3uy0cy8iKtIe3cjDnHopc1NrXRPuQXjvwpHk3iNYCtmsTi7Puapb9(DEo0TQlloPxUHjWontg7KM4dCnuoqoes4KeLFvEO8qHkVa(aJfQSEIw8hFXXNZHaD0gnUqOgBYcIOf)XxC85CiqhTrJleQXMSckAXF8fhFohc0rB04cHASPvoozmWtuIVt5Bs0YIt5Bs0YIt5uMBIrQfzFPWq4jOVmz12LyXvqFzHTjXLyXvGTYqtTVelUc6lXIR)MCISJGaYvwCs4C(Rl4JhB)Uru(InmmjwOYHTzAFEiwKlFwVMaHkRN8ljypjaqiz(TbBwTALBcLFjb7jbacjZVnyZk3gt4gq0gb76gVXN)gDb74DcHARjhdV11apL1RJlFYEffByysmqwp5bsdtGv0I)2N3ngJ3pcHd9leQTM8dCnuOYzbj9Itfae5YXWNuOYVYEwJq1QvoliPdUZcrUCWDwiu5aZK5KYQPvEXPcacvoWmzoPCcCHGuiGwTYj2occixrlYh)ih6NdfA8bjieHqT91kVku5xsWEsaGqY8Bd2SYPm3eJulYEkfWtqVFNNdDR6YIt6LBycStZKXoPj(axd1kNuz9ApUwja

Phew, and that's that. When you look at it all at once it sure does look like a lot, but trust me, once you're in combat everything disappears except for one to two icons at a time and it becomes much more manageable. Weak Auras are really great for min/maxing your performance during a raid.

If you have any questions or are having problems with any of the Auras don't be afraid to contact me! I'm available on Twitter @GGElaina or you can find me ingame through whispering me ingame at Innervate on US-Thrall, Battletag Elaina#1618 or by stopping by the stream and you can get a visual explanation!

Tuesday, April 8, 2014

The Weekly Innervate - World of Warcraft - Patch 6.0 - Druid, Class and Healing Changes Oh My!

The Pre-Expansion Patch Notes have been released and man is there a lot to go through here. This patch is the patch that will be released before the expansion actually drops and includes most of the changes we are going to see. We're going to go over the changes that are most important to Druids and Healing as a whole in this overview.

New Row of Talents Unlocked At Level 100


Pretty obvious that we were going to get another talent to choose from with the new expansion. Things have changed with the new talent row this time around; the choice of talents now change depending on what specialization you are in. These changes do not occur in any of the old talents.



  • Moment of Clarity - Omen of Clarity now lasts 5 seconds instead of 1 cast.
  • Germination - You can now cast 2 Rejuvenations on a single target.
  • Rampant Growth - You Swiftmend consumes Rejuvenation or Regrowth but has no cooldown.

Assuming that healing is going to be the same as it was in Cataclysm and Pandaria in the beginning where all healers are mana hungry until we get some decent gear then Moments of Clarity is going to be the talent we initially pick up as it gives us the Legendary Gem as a passive ability. After that phase is over however, it isn't yet known which of the two abilities will be stronger in terms of throughput. Two Rejuvenations on a target or a non-cooldown Swiftmend. With Efflorescence no longer being tied to Swiftmend I'd like to think that two Rejuvenations will be stronger but they are nerfing HoTs and Instant Cast heals in Draenor so it isn't yet clear.

New Feature: Warlords of Draenor Perks

Blizzard is adding a new feature called Leveling Perks which means every level you gain from 91 to 99 you will receive a random passive perk. Since you will be leveling in a DPS specialization (more than likely) you won't get to see these perks until you hit max level. Here are the healing pertinent ones for Restoration:
  • Increases Healing Touch by 20%
  • Increases Rejuvenation duration by 3 seconds. This will give Rejuvenation an additional tick.
  • Rebirth no longer has a cast time.
  • Increases Regrowths periodic healing by 30%
  • Ironbark now grants increased healing from your period spells by 20% on the target.
  • Living Seed healing increased by 20% of your Critical Heals.
  • Healing Touch is increased by 20% on target of your Lifebloom.
Some pretty good perks in there. The instant Rebirth is going to be pretty awesome since this now makes ours unanimously the most powerful combined with the fact we're one of the few that can resurrect someone at full health. Also like the Ironbark perk and the extra tick on Rejuvenation as well.

Garrisons Available

Although Garrisons are in the 6.0 Patch Notes we can assume that since the Garrisons are in Draenor they won't be available until the game launches. However, it seems as though Garrisons are going to be unlocked through an "epic" Quest line. Not exactly sure how I feel about that because if I have to do this quest line for all of my alternate character I will be super demotivated to do it on more than one character unless it's like the farms in Halfhill where I get something out of it that's super important (ie Goldun Lotus) to my main character progression.

Statistic Squish

The long awaited item squish is occurring. Obviously this is going to be put in before the release of the expansion so that people can get used to it. This will also lay to rest the doubts of those we aren't paying attention about whether or not we can still solo older raid bosses with the squish. Obviously, you can, but people will still ask because they're dumb. I'm looking forward to the squish because I'm sick of all of the numbers.

Player Health and Resilience Changes

Basically what happened is that with the gigantic health pools in PvP and Warlocks still one shotting people anyway they wanted to change it so that people didn't take huge chunks of damage at a time in PvP but not changing anything for PvE. So they doubled players Health Pools after the Stat Squish and increased the damage that PvE mobs do. So Players don't chunk as hard without changing how hard PvE mobs hit. 

Now, Base Resilience has been removed but Battle Fatigue has been removed as well. This means that the healing reduction is completely gone from PvP which makes me a very happy tree. They've also increased the amount of healing effectiveness by 50% and decreased Healing Critical Hits to 150% of the normal heal in PvP from 200%.

Healing Changes

What was happening before is that Blizzard was pretty much forced to make all damage hard hitting and bursty because healers could heal 1/3rd or more of a health bar the more gear that they received. If someone wasn't at full health then there was always the worry that they could suddenly die. They wanted to make it so that players could spend time not at 100% without making the healers have anxiety attacks over their raid mates suddenly dropping dead. So they are making it so heals are a little less effective but they stay more consistant throughout the expansion. So the healing that we are doing at the end of the first tier won't change much from the amount of healing that we're doing at the end of the expansion because they're going to increase player health and healing output pretty identically.

They're also changing our healing spells a bit. The cheap spells such as Heal and Holy Light are being completely removed. This means Nourish is going. Which I don't mind because I don't think I've used Nourish at all since iLevel 463. Also, the fast expensive spells (Regrowth) and the long cast medium cost spells (Healing Touch) are now going to heal for the same amount. So your Healing Touch is going to cost half as much as your Regrowth but heal for the same amount. This makes it so you choosing your spells is going to be based on how much mana and time before death you have. This seems like a really odd change at first but I like the consolidation of abilities. I never really liked having Flash Heal, Heal and Greater Heal all on my Priest. It also feels nice not to think about having to do two Regrowth to do as much healing as a Healing Touch but doing the same amount in terms of time spent casting (2 Regrowths can be cast during a Healing Touch cast).

Racial Traits

With the removal of so many secondary stats such as Hit, Expertise, Dodge and Parry there needed to be a rebalancing of racial traits.

  • Night Elf - 2% Increased Movement Speed and Dodge Rate
                      1% Haste Rating at Night, 1% Critical Strike Rating During the Day
  • Troll - Berserking Now Increases Haste by 15%
               Increases EXP earned from killing beasts by 20%
  • Tauren - Increases Critical Strike rating by 2%
                   Increases Stamina scaling with Character Level
First off, what on Azeroth is up with that Night Elf change? I mean, most people are going to be raiding at night so the 1% Haste will kind of be the raid racial but it just seems so freaking weird. None of the racials are very interesting for Restoration Druids other than the Stamina increase for Tauren to help with staying alive for the first few weeks of progression. I'll be sticking with the Troll for the ease of leveling and then I might change to Tauren but that will be based entirely on the new character models and which one I like better.

Abilities Being Removed

We already talked about Nourish getting removed along with all of the other cheap filler heals. Other Restoration spells getting the axe include Innervate and Symbiosis. I'm really disappointed to see Innervate go because... well I named my character and pretty much all of my other MMO Characters after this spell. When it was revealed in the WoW beta so many years ago I knew that it was something I wanted stuck to me forever. So to see it be taken away is actually really sad for me. Symbiosis being removed doesn't really make me sad at all. It was nothing but a huge mess that was a nightmare for balancing and players alike. For Restoration we only ever put it on two classes to either give Shadow Priests Tranquility or Shamans so we could run and Tranquility.

Crowd Control Changes

Lots of Diminishing Returns and Crowd Controls are being removed or changed. For Druids, Cyclone can now be removed from Immunities such as Divine Shield and dispelled from Mass Dispell. Also, Cyclone cannot be made into an instant cast spell from Nature's Swiftness. Some other good changes are that long duration fears are being reduced to calculate run back time and pet CCs such as Sucubus Sleep is being removed.

Instant Cast Heal Changes

A lot of former Instant Cast spells for healers are now getting cast times. Paladins are getting hit the hardest with this, most of the instant Holy Power consuming abilities are now getting a 1.5 second cast time. With so many instant cast abilities in the Druid Healing arsenal you would think we would get hit hard but Wild Growth is the only one getting a cast time. The cast time is equivalent to a Regrowth so it won't put a big hit on the timings.

Vengeance Changes

Vengeance was a weird ability that always seemed to get changed with each patch. It's getting removed now. It's getting replaced with Resolve which now increases self healing and absorbs from the Tank based on their Stamina and Health pool. This will be good for healers and survivability but will be for us who like to hog healing meters when the tanks start beating us.

Druid Class Changes

  • Survival Instrincts is given to all specializations and has been changed to be a 70% damage reduction with a 2 minute cooldown for Restoration. This was given to us because we are going to lose a lot of survivability cooldowns when they take away Symbiosis. I feel like this is a ridiculous cooldown to give us (I mean 70% is A LOT) and I expect it to get nerfed.
  • Tranquility is being simplified. It now heals all targets within range every 2 seconds for 8 seconds. No more HoT application like it does now. The healing output hasn't been changed with this.
  • Swift Rejuvenation is being removed. So Rejuvenations cooldown is 1 second which is going to seem like an eternity when this goes in after it being 0.5 seconds for so long. They removed this because Rejuvenation blanketing was too strong and was really the only option for Restoration Druids.
  • Efflorescence is now attached to Wild Mushroom by default, the glyph is being removed. I'm glad Blizzard is making this change since it was obvious that permanent Efflorescence was really good and instead of nerfing it or taking it away they just decided to give it to us without making us waste a Glyph spot for it.
Lots of information after a bit of a drought. As always, since these are Alpha Patch notes, everything is subject to change anytime after 04/04/2014 when these Patch Notes were released. Interesting changes for Restoration Druids and I'm sure there are more to come! It's good to be back!

Thursday, November 28, 2013

Warlord Watch - WoW: WoD News - Week of 11/22/2013 - But I NEED Spirit... Right?!

New Attack Animations

It was revealed in a Blue Tweet this week that Blizzard has to redo all of the animations so that they will work with the new character models. Blizzard has stated that they're trying not to drastically change the animations too much but are trying to improve them from the old ones.

Garrisons - Not a Daily Thing? 

Players on Twitter were concerned with Garrisons being mandatory for professions. Currently, with the Tiller Farms, it is the most reliable way (and the best way) to gather Golden Lotus' (which are used for pretty much everything). With my 5 alts I can gather a stack a day in about 30 minutes. Some are worried that they will have to log on every day in order to collect recipes and materials for professions. Blizzard stated that there will be quest options for your followers that will take several days for times that you know that you won't be able to log on so frequently. However, Blizzard said that their intent is to not make Garrisons optional. They want all players to do them for rewards but they want them to be fun. They have also said that once you complete your first Garrison on your main it will be much faster to complete on your alts. It is not clear how that will be done, however.

Timeless Isle 2.0

Blizzard has stated that they don't want there to be many or any dailies for Warlords of Draenor but they want to have more max level content to do. Timeless Isle was essentially implimented as a gear island for an easy way to skip over the first two tiers of raiding and catch back up with where everyone else was at. This was epecially popular for alts. For those of us that were raiding however or didn't like to gear alts there wasn't a lot to do on the Timeless Isle. You went and killed the Celestials and Ordos once a week to get your gear but nothing else was really worth doing. Reputation is another big question in Warlords. Right now, the way that we gather Reputation is by doing dailies. If they're going for the TI 2.0 then the fear is that Reputation will be done by grinding mobs and as a person with 7 healing Alts that makes me a very sad tree. Other options could be turning in items from killing rare mobs or from opening chests.

Flying Dry

A lot of the activity on Twitter from Blues (most notably GC) has been fighting the onslaught of angry players after news dropped that there wouldn't be flying in Draenor until Patch 6.1. I'm on the side of the players on this one. As a raider I want questing to be over as quickly as possible. I don't really care if flying trivializes it since I don't really care about it to begin with. Questing is just an inconvenience that I have to slug through on launch day so that I can gear up and prepare for raiding. Although, I do understand Blizzards perspective. They create this big new world that they want people to see. More so, they don't want to completely trivialize the questing process by players flying over all the trash mobs, landing on what they need and then flying off to the next thing. Personally, I would much rather have it that way (especially since I'm a Druid) but I get it.

Gear Changes in Warlords of Draenor Blue Post Highlights


One of the big concerns from players (aside from flying) was the big reveal for a lot of gear changes in WoD. Gear will change primary stats based on spec (including changing while changing specializations) as well as secondary stats (including Spirit) only appearing on non-armor items. We got a large blue post giving us some clarification so let's delve into the details.

  • Blizzard wants players to be disenchanting less gear that they simply can't use such as Intellect Plate if the the raid has no Holy Paladin. Cloth will not change as Cloth only has Intellect but the gear will drop with secondary stats (Haste/Mastery/Crit) and people will roll/want these items based on those stats. With Reforging being out of the game now, players will want more static gear.
  • There are three new secondary stats:
    • Readiness reduces cooldowns of some abilities.
    • Multistrike gives a chance to hit a target for a second time for 30% of the damage.
    • Amplify increases critical strike multipliers for damage, multistrike dmg and secondary stats.
  • Armor pieces will no longer have Spirit, they will be exclusive to non- armor pieces. So us Druids will be fighting with all specced Monks and Druids for all armor pieces now.
  • Warforged items will still be in the game. Items can randomly be a high item level than normal. They will not be called Warforged but it will work like the Thunderforged/Warforged systems did.
  • Items may or may not have gem sockets. It will be rare to have gem sockets but they will be very powerful making them more sought after. All gems will grant secondary stats but they didn't use the word only so they might be like multi-colored gems with a Primary and a Secondary stat on them.
  • Items might have tertiary stats which are brand new stats for Warlords.
    • Leech - Heal based on damage dealt (Tank or DPS stat)
    • Inspiration - Heal based on damage received (Tank stat)
    • Cleave - Extra damage to additional targets (Tank or DPS stat)
    • Sturdiness - Reduced durability damage
    • Movement Speed
    • Avoidance - Reduced AoE damage taken
      • There doesn't seem to be any tertiary stats that are useful for healers. Movement speed was said to only occur on boots but most if not all fo the tertiary stats seem to be aimed towards tanks. So healers will be looking for items that are Warforged or have an extra gem slot over one with a tertiary stat.
  • It will be a VERY SMALL chance for an item to be Warforged, have a gem socket and a Tertiary stat. About 10% of all items dropped will have one of the three. True best in slot items will obviously have all three but you won't be sitting on a lower ilevel item waiting for your true BiS due to the improbability of you ever seeing it.
  • Tier Bonuses will change based on spec as well. So Druids can now have one set for all four and merely change your spec to get the set bonus that you want. There will still be off pieces like there is today.
  • Non-Armor pieces will generally not have Primary Stats but instead have Spell or Attack Power. If you thought you had too much competition for your necks and cloaks just wait until Warlords!
  • Healers will be looking for items with Spirit and Spell Power but can live with an item with just Spell Power if they can wrestle it away from a caster DPS.
  • Blizzard is expecting Healers to not need Spirit on every piece that can give it however which really says something to how useless Spirit might actually become. We already won't be getting it on any armor but to not need it on every slot when the only slot that gives it are Weapons, Rings, Cloak, Neck and Trinkets. So of the 8 slots that can have Spirit, we aren't expected to need it for all of them.

Thursday, November 14, 2013

Warlord Watch - WoW: WoD News - Week of 11/08/2013 - Blizzcon 2013

Loads of World of Warcraft News this week as it was Blizzcon week and we got the big reveal of World of Warcraft: Warlords of Draenor!


World of Warcraft: What's Next Panel Highlights


Source: MMO-Champion.com


So, maybe killing Garrosh was the right thing to do here. A brief synopsis of the story for Warlords was revealed that somehow the chains of the Shado-pan and somehow figures out how to travel back in time (lol?) and builds a giant army of non-Mannorothed Orcs to come back to the present to take over the World (of Warcraft). It wasn't explained how exactly Garrosh figured out how to time travel now that Nozdormu no longer has his dragon powers and most of the timeways were closed.


  • Draenor is the new world we will be exploring and it is a pre-Burning Legion Outlands (hopefully with less red). 
  • The Alliance are going to capture the pre-Black Temple (lucky!) land of Karabor and make it their main city. 
  • Netherstorm won't be in at launch but in a future patch so we will get new zones in upcoming patches. 
  • Each different piece of Draenor seems to be controlled by a major character from already established Warcraft Lore. 
  • Dragonfly mounts (in a place we can't fly, more on that later!).
  • There will be an Expansion Introduction like the DK starting area. This is a Expansion Launch event we will do before leveling actually starts.
  • Garrisons were announced as player housing. However, present views of Garrisons as they are right now just seem like glorified Halfhill farms being used for Professions.
    • Completing Achievements will give you monuments to customize your Garrison.
    • Followers have levels (90 - 100), item levels and raritys and can be named. Followers will complete quests and tasks inside of your Garrison to give you loot (such as profession items and such).
  • Instant boost to one Level 90 will be free with Warlords of Draenor purchase but more can be purchased for $60 a piece.
  • Heirlooms, Toys and Tabards (maybe) will be getting their own Account Wide Collections UI similar to Mounts/Pets.
  • The default Blizzard bags are adopting some tricks from bag addons such as sorting and highlighting new items with a border. Quest items are no longer stored in your bag. Items are getting larger stack sizes and crafting can occur from your bank.
  • New Talents for Level 100.
  • Seven dungeons were announced at Blizzcon, however we learned recently that there are currently 8 in the Alpha Datamining.
  • There will be two raids at launch with a total of 16 bosses.
  • New World Bosses.
  • Mythic Raiding Announced (20 man Heroic Mode Raiding).
  • Raid Finder has adopted the Flex scaling mechanic.
  • Ashran is a new World PvP Zone located near the Dark Portal. Ashran will be cross server to promote more faction balance.
  • Battlegrounds now have a score system that is much like the SWTOR Medal system. You can points by doing damage, healing, protecting or defeating the FC, capturing/defending points and so on. BGs now have the ability to randomly award PvP items and more after the match.
Healing Class Level 100 Talents

Source: MMO-Champion.com
Editors Note: Since Blizzcon 2013 these may or may not have been changed.

Restoration Druids

  1. Moment of Clarity - Omen of Clarity now lasts 5 seconds instead of 1 cast.
  2. Germination - Genesis now extends Rejuvenation by 1 second after hastening it.
  3. Rampant Growth - Swiftmend now consumes Regrowth or Rejuv but has no cooldown.
As it stands right now and depending on how Spirit is affected in the expansion and baring any significant healing changes we will want to initially pick of Moment of Clarity. Generally in the beginning of the expansion healers are starved for mana and we can assume that we won't be using our Legendary Meta gems anymore after WoD comes out. MoC gives us the Meta Gems proc so this will be useful for us near the beginning. After we get more Spirit on our gear it is assumed that we will use Rampant Growth as it seems to be more powerful of the thoroughput talent than Germination.

Mistweaver Monks
  1. Detonate Chi - Causes your Healing Spheres to Trigger, healing the nearest ally within 6 yards.
  2. Chi Explosion - Consumes up to 4 Chi to cause additional affects.
    1. 1 Chi - Heals 1 ally for 2500
    2. 2 Chi - Also heals all allies within 8 yards.
    3. 3 Chi - Also summons a ring of 8 Healing Spheres around the target.
    4. 4 Chi - Also healed allies will gain a HoT. 
  3. Soothing Tendrils - Soothing Mist now chains up to 2 additional allies and has a 50% chance of generating Chi.
All of these talents seem really decent. With Soothing Mist being our filler heal it can be assumed that Soothing Tendrils will be the spell we want to pick up at the beginning so that we can spend less mana and generate more Chi for healing. Detonate Chi and Chi Explosion both seem good and may need to be changed out based on the fight with Detonate Chi being used for tightly stacked fights and Chi Explosion being used for loosely spread fights.

Holy Paladins

  1. The Light Within - Beacon of Light can now be placed on up to two targets.
  2. Seal of Faith - Fills you with Holy Lgiht, causing you to gain Faith equal to all damage dealth. Faith Acts as spell power toward the next healing spell you cast. While Seal of Faith is active all Damage Dealt is increased by 30%.
  3. Divine Conviction - When you or your Beacon target drops below 30% health, you instantly grant the injured target a protective shield, absorbing up to 30% of their maximum health for 10 seconds. This affect can not occur on the same person more than once every 60 seconds.
Was it just me or is Seal of Faith really confusing to try and read? Basically it gives you a seal that increases your damage and the damage you deal gives you spell power towards your next heal. However, I don't think SoF will be better than Seal of Insight. The Light Within will probably be the default choice here. Being able to put Beacon on both tanks while you raid heal will be very effective. Divine Conviction will be used on fights with large amounts of tank damage or tank swap fights.

Discipline and Holy Priest

  1. Clarity of Will (Disc) - 2.5 Second Cast - Shields the target with a protective ward, absorbing 2500 damage. Replaces Greater Heal.
    Clarity of Purpose (Holy) - 2.5 second Cast - Heals allies within 10 yards for 5000, splits among targets so more hurt targets will receive more healing. Replaces Greater Heal.
  2. Shifting Perspectives - Your Void Shift spell has no cooldown, but can only be cast on allies with less health than you and no longer heals.
  3. Saving Grace - Instantly Heals a friendly target for 50% of their maximum health. Reduces your healing done by 10% for 10 seconds. Stacks up to 10 times.
All of these seem really good except for Saving Grace. Although it doesn't seem too bad by itself (50% maximum health heal for 10% less healing for 10 seconds seems like a good pay off unless you start stacking it) Saving Grace just doesn't seem as useful as the other talent choices. Clarity of Will seems good for Discipline replacing the Heal of GH with a Shield of the same amount. I feel like both Holy and Disc will take the Clarity spells as of right now. Void Shift is a powerful Cooldown and usually doesn't need to be used more often than 5 minutes as it is an Oh Snap cooldown.

Restoration Shaman

  1. Rainstorm - Summons a Water Totem for 1 minute that collects 25% of all overhealing and grants it as bonus SP toward their next Healing Wave, Healing Surge, Greater Healing Wave, Chain Heal or Riptide.
  2. Storm Elemental Totem - Summons Greater Storm Elemental to hurt gusts of winds that heals all Allies within 15 yards for 100% of the damage dealt. Lasts until cancelled.
  3. Reach of Elements - Chain Heal also bounces to all targets affected by your Riptide.
Whew... some nice choices here. The Storm Elemental Totem seems very strong right now because it says that it lasts until it's cancelled instead of being up for 1 minute. This means that you could have this Totem up until you have to cast Spirit Link Totem which is the only totem that is will compete for the Air Totem slot. It would depend entirely on how much healing it actually does. Reach of Elements could be used in 10 man combined with the Riptide glyph that removes the Cooldown. Rainstorms tooltip is a little bit confusing because if it collects 25% of the overhealing over the full minute and only affects one spell at the end of that minute it's probably not worth the Water Totem slot which is our most used totem type. Having this totem up for it's full duration stops your from using 2 Healing Stream Totems. So right now, Storm Elemental Totem seems the strongest of the three for a 25 man healer.

Warlords of Draenor Developer Q&A Panel Highlights

  • Item Squish is happening. Item levels will remain the same.
  • No Guild Levels or Perks added in WoD.
  • oQueue was very popular. Blizzard wants to revamp their Raid Browser system in game to be more like it.
  • Flex mode loot will work like Master Looter with a personal loot mode opt in. Not really sure what that means. I much like the LFR loot system for Flex since I generally pug it. Having it Master Looted just seems silly.
  • Justice and Honor may be removed as Justice wasn't used for anything. Upgrade System on Loot may be taken out as it was just a filler for Valor.
  • They talked about giving Mythic Modes completely unique armor but it takes too much time so we're just getting recolors.
  • The Profession Recipe UI is on the top of the list of things to work on next.
  • We're getting a Legendary Questline again in WoD but it will be more unique to your class to make up for no class quests. However, they added we might see one or two class quests in WoD. We can assume this is like the Warlock Green Fire quests. They specifically mentioned Shamans.
  • No Patch 5.5 as it would slow down WoD coming out.
  • Leveling in WoD will be fast. The team has finally come to realize that leveling shouldn't be a long grind. Thank you, God!

WoW Raids, Gameplay, Questing and More Highlights

  • Blackrock Foundry is the second raid with 10 bosses, the other will have 6. BF will have 3 wings with a non linear layout.
  • Raid difficulties have been renamed. Normal is Flex Difficulty, Heroic is Normal Difficulty, Mythic is Heroic Difficulty. Boy will this be f*@!#ng confusing for us long time players.
  • Raid difficulties all have seperate lock outs again. So you can do LFR, Normal, Heroic and Mythic and get loot from each raid as it stands right now.
  • Mythic level will have Mythic level trash (oh goodie) and Mythic Level trash drops.
  • Only Main Story lines will have quest text to read. Trash quests will just be acquired and go. Quests will have a chance to drop Rare or Epic rewards (what?).
  • NO DAILY QUESTS AT LEVEL 100!
  • Patch 5.1 Story Line and Timeless Isle were super popular and well liked by players. They want to make End Game more like that.
  • Garrison buildings will have Blueprints that can be found in the world through questing, faction rewards and world drops.
  • They want Group Finder to be less used at max level. Stacking the Deck (buff) has been added which will give you 10% more valor for queueing with a made group.
  • Hit, Expertise, Dodge, Parry and Reforging are gone.
  • Less items will be able to be Enchanted but there will be more choices of Enchants per type.
  • Items that drop for you will change based on your specialization. Not explained if this means when you role swap if your gear will swap and how that will work with gems and enchants. Neck, Rings, Cloaks, Trinkets and Weapons will be more role specific (assumed that this means they will have bonuses like the Dragon Soul weapons did). It was implied they might not have stats on them anymore or just a few. This will make Rings/Necks/Cloaks will be less fought over between Hybrids and Healers this way.
  • Only one Gem socket per item. No socket bonuses. No Meta gems.
Misc WoW Q&A Highlights
  • Wrathion will make a small appearance in WoD but won't be a major player.
  • Mythic was added so that Blizzard could stop worrying about balancing 10 and 25 man heroics for the 1% and focus more on design.
  • Warforged and Heroic Warforged is still a thing.
  • There will be a Legendary Questline but also another Legendary that is more exclusive. This can be taken a few ways that needs some clarification. Either everyone does the Legendary Questline but doesn't get a Legendary or everyone does the Legendary Questline AND there will be a second class/role specific Legendary. Both don't sound too good to me. Either you single out Legendaries again or you give a role or class double the work to get both Legendaries.
  • Bonus rolls and coins will continue in WoD but difficulties won't be tied together. So you can't roll a bunch of times and win nothing. I'll believe it when I see it (bitter since I've been in SoO for 6 months and still have no 4pc on my 8/14HM Main).
  • Mythic lockouts are boss based (like they are now).
  • They talked about increasing the difficulty of the launch dungeons when a new tier of dungeons is released. This means we might be getting new dungeons unlike what was done in MoP.

Mythic Raid Difficulty Forum Post Highlights

  • Blizzard knows it will be hard for 10 man close knit guilds to recruit 10 brand new players. They just don't care (kidding...). They felt that being able to tune raids easier for the hardcore players and ultimately put out raid content faster is worth it. They feel that the pool of players being increased from players returning for the expansion plus the 25 man guilds shedding 5 players will be enough to fill 10 man guilds.
  • Progression is expected to be Heroic to Mythic when the expansion drops for most guilds that do Normal to Heroic now. The top 1% of guilds will be able to step into Mythic immediately cutting out the 1 week delay for World First races. Guilds can choose to go through Normal to Heroic to Mythic if they find it more difficult to progress on current Normal modes.

No Fly Zone -Draenor!

It was announced this week that Draenor will be a no fly zone until Patch 6.1. Blizzard has been fighting with how to deal with flying mounts since they implemented them into the game. Personally, I don't think flying mounts take away anything unless you're looking for World PvP and trust me, taking out flying mounts in MoP didn't make World PvP any more impactful. Personally, when I'm questing or farming I don't like to have to trudge through unavoidable packs of mobs just to get to where I want to go. I wish they would either take it out or leave it in and leave it alone. Delaying it by a patch won't promote Wolrd PvP since they not only have a zone dedicated to 24/7 World PvP but have said any World PvP outside of the zone is pointless.