Showing posts with label wow. Show all posts
Showing posts with label wow. Show all posts

Tuesday, October 28, 2014

Reincarnation: I Have Returned! - Announcements Involving Streaming, Blogging and More!

So you may have noticed that I haven't been around... anywhere in the last several months.

Long story short I stopped playing World of Warcraft for about five months or more for a multitude of reasons. I decided to take a break when my raid group broke up due to poor attendance because of burn out at the end of the expansion and ended up playing Wildstar. There, I met a guy and we ended up dating for four months and we spent pretty much 100% of our time together. So I didn't raid in anything, I didn't stream, I didn't really take any time to do any of the things that I wanted to do because I felt like I needed to spend all of my time with him. I also started school in August and wanted to take it super seriously (didn't happen as much as I wanted it too but it is still going well).

I initially wasn't very interested in World of Warcraft because he hadn't played in many many years and there was no way that he was going to be able to get into any really competitive raid group and I wasn't very interested in raiding casually or below my skill level just to play with him. Now that I'm back on my lonesome I kind of got my fire back for WoW.

I'm currently raiding with a guild called <Crossfire> on US-Thrall Horde side and am very happy since they have a long history of end game progression that ends with the final boss dying. That is a problem I generally have with guilds is that I get up to the final bosses of the tier, usually the last 3 and never actually clear them on Heroic.

You may have noticed that I have been super active on Youtube distributing SWTOR content. As people might know, 2 years ago when I made this super beast computer it was for two primary reasons. For streaming and to put all of the class story lines for SWTOR on Youtube as I was super in SWTOR at the time that I made the computer and was into the stories a lot. Recently, SWTOR released the announcement of their third expansion pack and if you preordered and remained a subscriber you would get 12x experience on class quests, making it possible to level completely through class story quests and nothing else.

Last WoW expansion, I did nothing but play WoW for the longest time and burned myself out so for the month or so before WoW's new expansion I haven't been touching it at all so that I don't get burned out again. So this month I'm pretty much playing SWTOR exclusively, doing one Act of a class a day and uploading the previous class to Youtube. That has pretty much been taking up 100% of my time after I finish school work for the day. So for the coming month there will be tons of SWTOR content on my Youtube channel.

As for the stream, I'm not going to be streaming until Warlords of Draenor is released since I pretty much spend my entire day recording SWTOR and by the time I finish it's so late at night I'm exhausted and ready to bed or just chill out.

So the streaming will return 11/14/2014 with a 24 hour stream during the launch of Warlords of Draenor. I will then try to stream at least 4 hours a day (probably 8pm-12am) everyday. I will be streaming guaranteed WoW Mythic raiding Tuesday, Thursday and Sunday from 9pm-12am EST. The plan is to also find a casual guild in Star Wars and raid one or two days a week on off days once the new expansion drops in December. Streaming has always been a strong passion of mine and I wish I had been more consistent with it over the past two years but I've been super discouraged lately since I've been away for so long.

Thank you so much to everyone who has continued to read this blog. I, once again, did not get into the Warlords of Draenor beta so it was difficult to get any information that wasn't released on MMO Champion and that I couldn't get any hands on experience with it which is really annoying as someone who has been playing every Blizzard game since Vanilla religiously that I still can't get into a beta to create content for myself. Sorry, rant over. And since I've been away from the game for so long I haven't kept up to date with everything so jumping headfirst into the launch will be an experience. I am, however, going to get one of my friends to let me log into his beta account just so that I can make a blog post about what blue gear we'll be going for in Warlords and where to get it so keep a look out for that!

Thank you so much to everyone who has kept reading this blog, or messaged me on various games and Twitter and kept and touch during the last several months it has really meant a lot to me and I am glad to be back!

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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Thursday, April 17, 2014

What's That Build!? - It's Build 18155! - First Datamined Look at Warlords of Draenor

The Warlords of Draenor Alpha has officially begun and lots of stuff is being data mined from the very first build of Warlords of Draenor. We already went over the Patch Notes for 6.0 so we will be ignoring the Patch Notes and making some inferences based on items that have been datamined.

Professions

Alchemy

We saw all of the new herbs listed. We have Frostweed, Fireweed, Gorgrond Flytrap, Starflower, Nagrand Arrowbloom and Talador Orchid. There was also an Uncommon level plant called Chameleon Lotus which can look like the other plants when in the wild. There was also something called Essence of the Shapers which can be made from 5 of any plant (similar to Milling) and creates one of 7 Essence which derive from that type of plant.

We also have a new item called the Alchemist Cauldron. Alchemist Cauldrons are made from 10 Essences, which from from 50 Herbs and 10 Blackrock Ore. These Cauldrons will hold Metamorphic Crystals and Alchemical Catalysts which are used to make potions and Flasks. The tooltip implies that there is a chance for it to backfire and produce nothing.

The Alchemist Trinket is ilvl 620 while the crafted blues are around 637. Alchemist Trinkets are generally Normal Dungeon ilvl so we can guess that Heroic Dungeon loot will probably be around 637.

We have our potions in the game as well. Nothing really groundbreaking here except this time around Potions are made from fish or meat instead of from herbs. Herbs will still be required to make potions since you need an Alchemical Catalyst which comes from the Cauldrons.

Flasks have changed quite a bit for this expansion. There are two of each flask type, one normal and one Greater. The normal flasks are a component to the Greater Draenor Flasks. It should be noted as well that Flasks only give Secondary Stats now and not Primary Flasks. Druids will be going for either Spirit or Mastery Flasks more than likely. Each flask takes 5 of an herb, an Alchemical Catalyst and a Metamorphic Crystal which come from the Alchemist Cauldrons. Greater Flasks are made from the lesser flask, an Alchemical Catalyst, a Metamorphic Crystal and an Embodiment of X (which is named after whatever Secondary Stat you're trying to make). No one seems to know yet what exactly the Embodiment are or how you get them.

Archaeology

We're getting three new archaeology types this time around. Ogre, Shadowmoon Clan and Warsong Clan were named in Relics. We don't have any new items coming out of Archaeology just yet and we may not get any at all if they choose to go down the same route that they did in MoP.

Blacksmithing

We got a long list of items that came with Blacksmithing. There seems to be three sets of armor one Rare (blue) quality which ilvl 637 and two Epic (Purple) quality items which are ilvl 650 and 672. There only seems to be a few of each individual item with a lot of duplicates. We can assume from this that when these items are crafted that they will have a random secondary stat.

Cooking

Cooking seems to be going back to it's roots and thank God for that! A lot of us would agree that the raid food in MoP got a little bit too crazy with what it was asking for. So far, each piece of food seems to be giving 28 of a Primary Stat of 125 of a Secondary Stat. Most of the single food only takes one of a piece of meat or fish with no extras needed. There's two types of feasts; one of Blood which gives you Primary Stat or of Water which gives you a secondary stat. There's no mention of what it takes to make them yet though. Most of the tooltips seem to be broken however because most of the food is for Agility only at this point. I'm hoping that the Intellect food will be a fish because I would much rather fish than farm mobs for food!

Enchanting

There are three ingredients for Enchanting currently. Draenic Dust, Blackfire Essence and Rune Shards; the epic shards are not in the game yet. Currently there are Enchants in the game for Necks, Rings, Cloaks and Weapons with two different qualities. There are Breath of X which are Common quality enchants and Gift of X which are Rare quality Enchants. All of the Weapon Enchants do the same thing and cannot be added to weapons over ilvl 600 (which is lower than the max level blues) so we can assume their either broken or we haven't seen all of the enchants yet. There are definitely tons more enchants per slot with about 12-15 enchants per slot with only 4 slots able to be enchanted as of right now.

Looking at two of the Enchants side by side, Enchant Ring - Breath of Spirit gives 75 Spirit while Enchant Ring - Gift of Spirit gives 100 Spirit. Both seem to cost 20 Draenic Dust which seems a bit odd not only with the amount but the fact that they both cost the same amount. Either the Gift of Spirit Enchant is more difficult to come by in terms of the recipe or the tool tips just aren't finalized yet.

Fishing

Fishing is getting some new mechanics in terms of bait. You can use bate that is useful per zone in order to get the fish you're looking for. This might imply that there won't be any pools and you will use the bait to increase your chance to get fish while fishing in the open water. Not sure on that yet because you wouldn't really need the bait if you're fishing in a pool.

There seems to be several different types of the same fish. The regular fish are named such while there are "Enormous" sizes of the fish that can be caught with more skill in fishing while "Small" versions of the fish will be caught with less skill in fishing. The meat that comes from fish is also listed in the Fishing section so maybe now Fishing will include the gutting/preparing of fish and catching Enormous fish will give you more meat for your potions or food. Unsure of this however, but it could be pretty cool!

Leatherworking

Leatherworking and Herbalism will be playing nice this expansion. We have Native Beast Hide which is the Leather of the expansion but we also have Stitched Starglazed Leather and Starglazed Leather which is Leather treated with Starflower (an herb) to create items.

Mining

We have True Iron Ore and Blackrock Ore this time around. True Iron Ore is common ore while Blackrock Ore is uncommon quality.

Battle Pets

Carpnado is a new ability that hurls a tornado of fish at the enemy. This is an obvious reference the terrible direct to DvD movie Sharknado which I am ashamed to admit that I saw.

Some new pets include Lil Leftovers (I really wanna see a screenshot of that!), Tiny Iron Star, Carrotus Maximus (probably a Vermin), Weebomination (possibly a tiny Abomination like Patchwerk or Stitches), Mechanical Toucan (a bird which doesn't look mechanical at all), Mechanical Tallstrider and Echo of Murmur.

Factions

We have 7 new Factions listed but it wasn't specifically stated if these factions have reputation tied to them. We have Frostfire Ogres, Red Phantoms, Shadowmoon Orcs, The Pale, Adherents of Arakk, Arakkoa Outcasts, Palemoon Orcs, Shadow Council and Draenei, Draenor.

Healing Class Changes

Restoration Druids

All druids are getting Survival Instincts which reduces damage taken by 70% for 12 seconds. We are getting this very heavy cooldown to make up for all of the cooldowns we're losing from Symbiosis which are getting removed.

Mistweaver Monk

Focus and Harmony - Haste Effects lower the GCD of your spells and abilities.
Detonate Chi - Instantly detonate all of your Healing Spheres, causing each of them to heal a nearby ally within 12 yards for 50% of the affect. Some people might remember back at Blizzcon when the Mistweaver talents were originally announced that this was one of them. However, they've changed the talents significantly since then and Detonate Chi is becoming a stagnant ability.

Special Mention - Mages

Mages are getting Amplify Magic which increases all healing received by 20% for 6 seconds on a 2 minute cooldown.

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!

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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!

Sunday, April 6, 2014

How the Leaves Have Changed? - Week of 03/30/2014 - Welcome Back From the Dead!

So the last time I posted was around New Years when I said I was gonna do all these things. Then a bunch of things just kind of happened. First off, my WoW subscription ran out for the first time in the 10 years I've been playing this game. I mean, I've gone on breaks before and paused my subscription so I could recharge from burn out but I had never actually been so poor that my subscription had run out and I couldn't renew. And with that subscription expiration I kind of just stopped caring for a bit. My guild had imploded, we weren't raiding, I had gotten my Ahead of Curve Feat of Strength and the mount and I was happy to stop for a while. Ontop of that, my internet suddenly died and I was no longer able to stream every night due to frequent disconnects. First it was attributed to when my router got hard restarted and it got reverted to it's factory settings and the IP address was resetting every hour instead of every 24 hours. That has been fixed quite a few times and still keeps getting rebroken. I finally got someone up here to take a look and the guy was sick as a dog and spent two hours up here just to get nothing done.

However, this last weekend I finally preordered Warlords of Draenor after 3 months away and I'm back in love. And I've pretty much just come back at running speed.

Morning Rituals


I wake up in the morning and I do 6 (and soon to be 7) farms that consist of herbalist plants to get them Golden Lotus'. In 6 farms I rake in about 20-25 Golden Lotus a day and I am working on a 7th now that my old Hunter finally has flying in Pandaria. After I finish all of my farms I then get on every character and do my daily Heroic Dungeon and my daily scenario for my Valor points. I do this every morning and it takes about 4 hours to do it all.

Looking for Raid


Then I do a LFR on one of my characters every day. Depending on the character I do the whole thing or just a few bosses. My druid, who is like 5/14 HM still doesn't have her four piece but I'm working on it still. Maybe I will get it before the end of the expansion. We'll see.

Boosted!


As I stated before, I preordered Warlords of Draenor so that means that I got a free level 90. I already had all of the healers available at level 90 so I wasn't sure what I wanted to use it on. I finally decided to use it on my bank alt mage that I've had for forever. I'd tried to level a mage several times before but I could never get past level 20 or so. I might pay for another boost sometime in a few months to get a rogue for the lockpicking but we'll see. It was really easy and I think I've gotten the hang of Arcane Mage.

Outside of the game I've been watching a lot of Wrestling and it's Wrestlemania weekend that I'm super excited for! School is also almost over for this semester with only a month or so left before I get a break. Didn't do so well with my first Psychology exam but hey at least it's not failing (technically). I also have an article about the Patch 6.0 Alpha Notes and what it means for Druids! Hopefully this means I'm back baby!