Sunday, 23 October 2011

New Druid Talent Trees in Mists of Pandaria (WoW 5.0)

Another Blizzcon has come and gone! I didn’t get to go in person but I watched the stream again this year. It was a lot of fun! The Q&As were pretty good as were the panels (I really enjoyed the art panel again this year), I even checked out some of the SC2 matches (hopefully I can learn something and try to get a bit better at it!). The Foo Fighters put on an awesome concert closing night! All in all a good time.
The next WoW expansion was announced, Mists of Pandaria, however I’m not going to go into that today as it would certainly take up an entire post! 
One thing that was definitely interesting was the new talent tree system! The new system sounds cool and potentially a lot more fun. One of the primary goals behind the revamp was to try to make talent trees more fun and customizable, which was the original intent behind the current format of them, however lead to the ‘cookie cutter’ builds which the devs aren’t too fond of. I’m sure even with the new system there’ll be setups that are more optimal for certain things, whether PVE, PVP, or certain encounters. It seems like  the abilities themselves will be a bit more fun though and a bit more mixed, so I think there will be some flexibility still there.
As is my understanding, the new talent trees will work as follows. You still select your specialisation (for Druids it would be Restoration, Balance, Feral (cat), and Feral (Guardian) - they officially split the bear and cat specs for 5.0). Choosing a specialisation will give you access to specific spells in addition to the core spells across all specs. They didn’t give too many examples of this sort of thing, but they did mention with the new cat and bear specs, a bear will not be able to use Shred or Rip, and a cat won’t be able to use Survival Instincts or Frenzied Regen. Based on this we can gather that certain abilities will only be available to certain specialisations. 
Talents, on the other hand, will be available to all specs. This is where you can customize now, and is potentially quite fun as it can give you access to abilities that before were only available to specific specs. You get a talent point every 15 levels, six in total, and you choose each tier from three options/abilities. If I remember right, you can’t do more than two in a row down one tree, so it encourages more mixing rather than just going straight down. 
It was suggested as well that changing talents will be easier to do than it is now and that you will be able to do so ‘out in the field’. If I’m understanding this correctly, you should be able to swap your talents while out in the world (out of combat, of course) without having to go back to your trainer, and it will be similar to the ease of swapping glyphs. It seems you still have to go back to your trainer if you want to do a full respec (to wipe your talents and specialisation if you were, say, changing from Feral to Balance). 
Enough preamble, let’s take a look at the proposed Druid talent tree! Keep in mind this may change a lot between now and 5.0 release. Thanks to MMO-Champion for the screenshots of the talents.


Tier 1: Feral Swiftness - Displacer Beast - Tireless Pursuit
This first set of talents is clearly about mobility. Displacer Beast is an interesting one, it’s kind of like a mix of Blink, Cloak of Shadows, and Vanish. The random direction aspect is a bit odd, and I wonder if that will stay in. It’s a pretty powerful ability, so the random direction may be to help downtune that a bit perhaps. My only concern would be, in a raiding context, the potential hazards of that - displacing into lava, a trap, a cleave, who knows! Tireless Pursuit sounds nice for escaping snares and roots, particularly with the speed boost to help you get farther away. Feline Swiftness is a nice straightforward speed boost, which I quite like.

Tier 2: Nature’s Swiftness - Renewal - Cenarion Ward
This tier is focussed more on healing abilities. Nature’s Swiftness is almost the same as its current implementation for Resto. In this version the spell cast is cost-free, which is nice. The most interesting change there though is popping NS makes the spell castable in any form. This could be a very nice talent for bears and cats, as using NS to battle rez someone would allow them to stay in form. This would be especially useful for bears as it can be so difficult to use a bear battle rez in PVE encounters. For cats and moonkin it will likely reduce the hit to their DPS from shifting forms to rez someone. 

Renewal is a straightforward talent, it’s exactly like the current Desperate Prayer for priests. 
Cenarion Ward is a bit odd. When I first glimpsed it I thought it was a shield of sorts, but that’s not what it is. Basically it seems a way of pre-HoTing - imagine placing this on the tank pre-pull, when he takes the first hit from the boss it will start healing as a 6 second HoT. Kind of underwhelming.

Nature’s Swiftness would probably be my pick in that set, especially for healing. CW doesn’t seem too great a healing ability. Renewal is a nice survivability talent, I’m not sure whether bears might prefer that or NS. NS would allow them to throw a Healing Touch or Regrowth on themself - Renewal would be a bigger heal but NS would let them cast BRs while tanking. 

Tier 3: Faerie Swarm - Mass Entanglement - Typhoon
Faerie Swarm is essentially an upgrade of Faerie Fire (which it appears we will still get, as this talent would replace FF if chosen). Pretty much just adds in a movement speed debuff. Mass Entanglement could be interesting for mass CC. Typhoon though I find the most fun out of the tree as it makes Typhoon available for all specs and usable in all forms.  As much as I dislike knockbacks (especially when I’m tanking), this seems like a fun thing to get. Admittedly I’m already planning on ways to annoy my tank friends by tree-phooning them while healing runs! It will be nice though for fights that require knockbacks for any druid to be able to pick it up instead of requiring they all go Moonkin.

Tier 4: Wild Charge - Incarnation - Force of Nature
Wild Charge gives a movement ability of some sort to each spec/form. Bear form is basically like current bear form, a charge which immobilizes the target and grants the bear 30% haste. Moonkin gets a sort of Disengage effect, allowing them to leap backward and gain Solar or Lunar energy. Caster form lets you fly to an ally’s position and the next healing spell cast costs no mana. 

Force of Nature seems like it could be fun - based on the tooltip, it seems you summon some treants to come help you deal damage or heal (and perhaps protect you while tanking?). I’ve always thought the idea of Resto summoning more treants to help them heal would be tremendously fun. I don’t think this talent will be feasible for Resto, though, which is sad. This is due to the last talent option:

Incarnation is both interesting and odd at the same time, and makes me wonder what their plans are for Resto. Essentially, Incarnation activates a sort of ‘super shapeshift form’. The two examples they gave were Feral, granting you use of abilities which normally require stealth, and Resto, granting the current Tree of Life cooldown abilities. This is what’s a bit odd. Based on the Wild Charge tooltip (non-shapeshifted Wild Charge giving a free healing spell), it seems as though they will continue to keep Resto as caster form rather than any return of Tree form. Basically Resto is required to take this talent, as the Tree of Life cooldown is such a significant cooldown for Resto. It certainly goes against the devs saying they want to provide more choice as, for Resto at least, there’s not much choice there. The other two talents do not seem anywhere near as valuable for healing as ToL (I’ve been working on a post that discusses all the valuable uses for the ToL cooldown). Gaining an extra Wild Growth target, being able to spread Lifebloom to multiple targets, and instant Regrowth casts are too important to bypass this talent. It’s an absolute must-have for Resto. 
Honestly I also find it a bit sad that, judging by the rest of the talent tree, a Resto druid may not get any tree form at all if, for whatever reason, they decide not to pick up that talent.

Tier 5: Demoralizing Roar - Ursol’s Vortex - Bear Hug
This is a new version of Demo Roar, as the current implementations of Demo Roar and Demo Shout will be gone in 5.0. Ursol’s Vortex seems fun, essentially an AE deathgrip. Bear Hug is mostly amusing for the name, should have some uses, likely more in PVP. 

Tier 6: Heart of the Wild - Master Shapeshifter - Disentanglement
The level 90 tier for the druid feels pretty lackluster. A lot of the other class level 90 talents were very interesting - Warriors could choose to get Bladestorm, Shockwave, or a new ability called Avatar. Rogues could pick up Shadowdance, Killing Spree, or Vendetta. Priests even had one called Void Shift that allows them to swap their health %age with a friendly target. Those all seem much more fun and interesting than the druid ones. 
The talents are focussed around shapeshifting and I suppose with emphasizing Hybrid roles. HotW cooldown would grant, for example, moonkins to generate Lunar or Solar power from healing spells, and would gain 50% of Intellect as Agility, etc. I suppose this may have use in PVP particularly for the druid really performing several roles (especially in, say, Arena, where they might have to off-heal, etc). I don’t see this being particularly useful in PVE though. It might be occasionally helpful perhaps in an emergency if, say, healers are down and a Boomkin needs to help heal some. It really doesn’t seem too exciting though.

Master Shapeshifter essentially gives you a stacking buff whenever you shapeshift which increases your melee or spell damage. Again, I don’t really see this being particularly useful, particularly in a PVE context. I can’t see many cats or boomkins shifting forms to throw out a random Moonfire/Rake/whatever.

Disentanglement seems a bit useful mostly for the heal. Removing roots is always nice but doesn’t seem particularly amazing (and is a bit disappointing that, not only will all specs have to talent that ability, it’s our level 90 ability). 

Overall though the 90 talents seem lackluster and, while perhaps trying to be ‘druid-y’ and ‘hybrid’, don’t really seem exciting or that useful.
There was also mention of a new druid healing spell that is basically a Resto version of Wild Mushrooms, where the Mushrooms heal instead of deal damage. Not too sure how I feel about that. I can see occasions where it might be useful, but it’s not particularly exciting, and will likely be pretty situational. Also assuming you have to plant the three mushrooms like Boomkins do, that’s another three globals spent not healing. It’s fine to plant pre-pull on a fight, but it’s just like the current Lifebloom 3stack tank-swapping issues at the moment. Three globals just to set up some healing, which obviously prevents you from doing any healing in those three globals. It seems like it will be clunky and inelegant and ultimately not too fun to use.

I’ll close with a sample talent tree which, in the above implementation of the talent tree, I would likely use for Resto. The talent tree is from Wowhead's sample MoP Talent Calculator.

Feline Swiftness for the general speed boost, which is always useful (and will likely allow a straight stat enchant to boots rather than requiring one with a speed increase). Nature’s Swiftness for the free instant spells, which I feel wins out for Resto - I’ve found NS to be way too valuable for me to really want to drop it, and Cenarion Ward seems lackluster as a simple HoT activated on damage as opposed to a normal HoT. Renewal would be nice for survivability, but I feel NS wins out for the Resto toolset.
Typhoon is mostly for the fun of grabbing it and useful for any additional fights which require knockbacks. Incarnation, as I mentioned above, is a must-have for Resto. Ursol’s Vortex I mostly grabbed for the fun of an AE deathgrip, though I don’t really see much use for any of those three talents for Resto in PVE. Lastly I grabbed Disentanglement, as the others don’t seem particularly useful for Resto (though also the tooltips shared by Blizz don’t describe much of the Resto benefits). Shapeshifting to get out of roots is useful and the heal when shapeshifting is nice for survivability.
Anyhow, I’ll wrap up there for now. Obviously this will likely undergo several changes before 5.0, hopefully it will be a lot more refined and improved by then. I look forward to playing with all of these in the Beta though! What are your impressions of the new talents? 

Wednesday, 5 October 2011

Harmony, Lifebloom, and You! (with logs!)

My doodle of how I imagine my tree healing :D
Inspired by the ever funny Allie Brosh from Hyperbole & a Half

I wanted to devote a post to Harmony (our Mastery) and Lifebloom as I’ve found many druids (whether mains, offspecs, or alts) were not realising the value of these things, not maintaining good uptime on them, or both. These two things are extremely important to druid healing. Lifebloom especially is crucial to our mana regen (from Revitalise procs), to our clearcasting (as, for Resto druids, Lifebloom is our only ability which grants Omen of Clarity for our healing spells), and to our groups, as Lifebloom provides Replenishment for our party or raid.
For anyone wondering what I mean by uptime - uptime is referring to how much the ability or buff is active throughout a fight. So, for a quick example, if you maintain Lifebloom up perfectly through an entire fight, the uptime would be 100%. If you only had it up for half the fight, it would be 50%. 
Ideally, both Lifebloom and Harmony will have an uptime of 100%. In actuality, it will vary a little bit; for example, on the Alysrazor encounter, when Alysrazor crash lands there is no damage going out until she takes off again. Healers in this period are all DPSing both to help damage her and also for the mana return from DPSing her in this phase. During that period you won’t be maintaining Lifebloom or Harmony as you’ll be busy DPSing. The end uptime percentage on these abilities for that fight will be below 100% as it simply isn’t in the mechanics of the fight. Now, compare that fight to, say, Baleroc, where the primary healing is all big direct heals on the tanks and Shards of Torment soakers. This is a fight where it’s pretty easy to get 98%+ uptime on both Lifebloom and Harmony.
Keeping context of the specific fights in mind, a practical uptime for both Lifebloom and Harmony should be between 80% and 100%. You should always aim to be as close to 100% as possible.
Harmony 
Harmony, the Resto Mastery: Your direct healing is increased by an additional x% and casting your direct healing spells grants you an additional x% bonus to your periodic healing for 10 seconds.
Your direct healing spells (Nourish, Healing Touch, Regrowth, and Swiftmend) proc a buff called Harmony - this buff lasts for 10 seconds and boosts your HoTs by x% (based on how much mastery you have).
This is extremely important to maintain as it strengthens your HoTs. This is especially important while raid healing - many druids simply fall into the Rejuv, Rejuv, Rejuv, Wild Growth! spam while raid healing and forget about their direct heals entirely, or just think that because they’re on raid they shouldn’t use any other spells. Unfortunately this results in you gimping your own HoTs (as well as wasting an arsenal of useful healing spells). If that buff isn’t active, your HoTs have no benefit from your Mastery (and yes, that buff needs to be active before you cast the HoTs). Harmony needs to be active for your HoTs to be as strong as possible.
As I mentioned above, fights like Baleroc or Shannox with a lot of single-target healing focus are a bit easier to maintain good Harmony uptime. Fights with heavier raid damage such as Beth’tilac or Lord Rhyolith tend to be more difficult to maintain good uptimes for as you have to balance weaving in your direct heals with your raid healing.
Swiftmend counts as a direct heal and will proc Harmony, so if you’re really pressed to maintain the buff you can use Swiftmends to help activate the buff and, while SM is still on cooldown, through in a quick Nourish, Healing Touch, or Regrowth to keep Harmony active until SM is ready to use again.
5 man dungeons are probably the easiest place to maintain good Harmony (and Lifebloom) uptimes, as there’s plenty of direct healing to do on the tank (and sometimes on the DPS as well!). You can easily keep it active even when the tank isn’t taking much (or any) damage - simply toss a Nourish on him; it will refresh your Lifebloom stack and activate Harmony for next to no mana cost.
Using Nourish to activate Harmony and refresh Lifebloom is also a great thing to do pre-pull, whether in 5 mans or in raids. The mana cost is negligible and both the Replenishment and Revitalize procs from your Lifebloom will restore the mana quickly. It ensures you go into the start of the fight with Harmony active (which is especially helpful if AoE damage starts right away, so you can spread some HoTs immediately). 
Lifebloom
Lifebloom! Lifebloom is one of our most important spells. It is crucial to keep Lifebloom up whether you’re healing a 5 man dungeon, a 10 or 25 man raid, a heroic raid, or PvP.
Lifebloom in Cataclysm plays a central role in our mana regen and management as well as being a healing tool.


Lifebloom procs Revitalize, which grants us mana. 
Lifebloom also is the ONLY way to get Omen of Clarity procs for healing. None of our other healing spells will proc OoC/Clearcasting. We have to spec into Malfurion’s Gift in order to enable our Lifeblooms to provide OoC. If your Lifebloom uptime is low, you won’t have as many clearcasting procs from Omen of Clarity, which means you won’t be able to cast spells with no mana cost. This will seriously hamper your mana over the course of a fight!
Lifebloom also supplies Replenishment for you and your party or raid - Replenishment grants up to 10 party or raid members mana regeneration equal to 1% of their maximum mana per 10 seconds. This is important both for you and your group! Replenishment helps your fellow healers and your casters. This also makes maintaining Lifebloom even more important in 10 and 25 man raids if you only have a few classes in your group who can provide Replenishment. if you are the only person in your 10 man group who can provide Replenishment and your Lifebloom uptime (and hence, Replenishment procs) is low, you are severely limiting Replenishment for your fellow raiders. Similarly in a 25 man group, if there are only a few of you providing Replenishment, you can be preventing your fellow raiders from having Replenishment, as each class’ replenishment only affects up to 10 people. So a Resto druid could provide Replen for an entire 10 man raid but you would need 2 or 3 Replen providers to cover a 25 man raid (possibly only 2 as your non-mana users won’t need it).
Lifebloom tends to be a bit easier for people to maintain than Harmony, as most seem secure with having to maintain a stack of 3 on their tank. It can also be refreshed quickly if needed by simply recasting it on the tank, though it’s best to refresh it with at least a Nourish (if not Regrowth or Healing Touch) when you can while raid healing so that you activate Harmony as well.
It’s also good to get into the habit of always having Lifebloom up, and 5 mans is a great place to practice it - always keep it up, even through all the trash! Some may be surprised to hear me suggest that, but I’ve seen many druids in 5 mans only putting Lifebloom on their tank on boss fights. Keeping Lifebloom up and maintaining it, even just with lots of Nourish casts when your tank is taking little to no damage, will go a long way in helping ingrain the habit of keeping it up. It will also keep your tank topped off, especially with the Nourish casts in between heavier damage portions (and will keep Harmony active!). The Replen and Revitalize procs will also help restore your mana between trash pulls and bosses, so less time spent drinking!
Again, as suggested in the Harmony section, it’s good to get your 3 stack of Lifebloom up pre-pull, and just refresh it into the pull with Nourish to proc Harmony. Also, if you’re lucky enough to get Dark Intent, your warlock will love you as all the Lifebloom ticks will give him a full 3-stack of his Dark Intent buff pre-pull! 
I should also note: Maintaining Lifebloom is absolutely crucial as I’ve mentioned. There are times, however, when you may be unable to stack Lifebloom on your tank - you may be positioned out of range, for example. In cases like this, stack Lifebloom either on yourself or on another suitable target (if you’re focussing a specific DPS, perhaps a broodling soaker on Beth’tilac, you could stack Lifebloom on them). You can always move the stack back to the tanks when you’re back in range. You absolutely must keep Lifebloom up at all times though.
Analyzing Logs: Harmony and Lifebloom
Logs are the best place to see how you’re doing in terms of maintaining good Lifebloom and Harmony uptime. Whether you’re looking to improve on your own healing, evaluating a new app for your guild, or helping a friend, Logs are extremely helpful all around for analysing your healing.
World of Logs is where tons of Logs are uploaded by guilds for analysis. It can be a bit confusing at first if you’re not familiar with it, so here’s how to navigate to the information we’re looking for. With pictures! You may have to click the screenshots to get a better view.
Here’s a log for one of our nights last week. This is the Dashboard page, where you’ll be brought to first when selecting a night’s logs. To look at a specific player, use the drop-down menus: Here I’ve gone to Players > Druid > Derwent.

For looking at Lifebloom and Harmony uptimes in particular, you should really look only at Boss fights during raids. Looking at the full report can really skew the data - the person you’re looking at might have been AFK or outside the instance during some of the trash mobs, or they might have been DPSing for some of the fights, or perhaps were swapped out for another raid member for some fights. It’s best to look either at Bosses (to include all of them) or to go to specific bosses and look at them one by one. The time in parenthesis by each boss name is the length of the kill, and an arrow off of any bosses will show multiple attempts/wipes on that boss if it wasn’t killed the first time.
Here I’ve gone to Full Report > Bosses > Ragnaros 25H.

Once you’ve gotten to a specific player and a specific boss, you can then go through the tabs to get more information. For Harmony and Lifebloom in particular, it’s best to look at Buffs Cast. This will bring up the following screen:

On the left are the Buffs I cast throughout the fight. You can see Mark of the Wild up at the top at 100% uptime - a static buff of course on the entire raid throughout the fight. Next up is Lifebloom, up at 87.2%, and Harmony at 82.6%. Could be higher, particularly my Harmony which I’ve maintained higher in our other kills, but still good and realistic given some of my other duties in the fight (I do meteor knockbacks in phase 3, Stampeding Roar in phase 2, plus the brief RP time before phase 4). Context is of course important, but you’re still always shooting for that ideal of 100% uptime.
For interest’s sake, we can scan down the rest of the Buffs there. My Power Torrent procced 16 times throughout the fight, giving it a 25.5% uptime. I had 27 Clearcasting procs throughout the fight from my good Lifebloom uptime. I used Tree of Life 3 times, Barkskin 8 times, Innervated myself 4 times. I used Cat Form 3 times along with 3 Nature’s Swiftness casts, and I even Shadowmelded once! (It tends to help me avoid aggro from the scion spawn in the second intermission).
Moving to the right, you can see my Debuffs cast - Exhaustion from Heroism, I cast Moonfires on the Meteors I was knocking back, and Concentration from a Concentration Pot.
Moving to the right once more, you can see Power Gains - this is the mana I gained throughout the fight. Reviltalize and Innervate gave me back the most mana. Heartfire is the Resto t12 2-piece bonus, which is a pretty good mana return throughout the course of a fight. Replenishment there is how much my Replenishment provided to the raid - to see how much you yourself gained from Replenishment, simply click the Buffs Gained tab, shown below, in which you can see the mana gained from Replen (and also from a Concentration pot). 


 
That all is also looking at a fight which was 12 minutes long - some numbers will be lower for shorter fights.
Some Examples
Here are just a few more examples of some logs looking at Harmony and Lifebloom uptimes.
The following log is one from a Baleroc kill. As I mentioned earlier, because of all the 
direct healing required in this fight, this is a much easier fight to maintain near-perfect Lifebloom and Harmony uptime. You can see there’s a 98% uptime for Lifebloom and 96.6% uptime for Harmony.

I also found the following two logs from kills of Lord Rhyolith - both kills were about 4:40 in length. This is a good comparison of the same encounter, the same length of time, and the effects of high and low Lifebloom uptime in particular.
If you look at this first log, you can see Harmony uptime is up at 92.2% and Lifebloom uptime is up at 87.1%, good. If you look just below that you can see Clearcasting (Omen of Clarity) procs: 21! If you look over to the right for Power Gains, you can see Revitalize restored 66,639 mana.

If we compare that with the following log, you can see Harmony uptime in this log is low at 49.5%, and Lifebloom is only at 31.4% uptime. This also resulted in significantly lower Clearcasting procs - only 8! That can really add up over the course of a fight. If you look to the right, you can see their Revitalize only provided 49,874 mana. While that’s not too low (Rejuvenation also procs Revitalize, which helps there, and the size of each druid's mana pool does factor in as well), that’s still a disparity of 16,765 mana. 

So as you can see, good Lifebloom uptime is really important for mana as well as healing!
I’ve certainly rattled on enough, so I think I'll wrap it up here. Remember, good Harmony and Lifebloom uptime is important and, as ever, practice makes perfect! Don't be discouraged if you're a bit low to start with - just keep working at it and it will improve.

A good tracker for Harmony and Lifebloom can also go a long way! I have some useful Power Auras for keeping an eye on those (full details in my My User Interface / Addons post!) which may be of help to you - the Harmony one in particular displays when the buff is active and has a timer to show you how long is left on it. Many of you likely have some means of watching your HoTs on targets to keep an eye on your Lifebloom, but if you like you can also use the little power aura to show you when your Lifebloom is active as well (this aura does NOT show stacks or timer for Lifebloom, though).


Harmony Power Aura:
Version:4.22; b:0.0549; g:0.4863; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.1843; x:-85; customname:Harmony; texture:23; alpha:1; inVehicle:0; wowtex:true; combat:true; size:0.25; y:-160; texmode:1; ismounted:0; timer.b:0.9294; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.r:0.9882; timer.cents:false; timer.Relative:CENTER; timer.UseOwnColor:true

Lifebloom Power Aura:
Version:4.22; icon:INV_Misc_Herb_Felblossom; buffname:Lifebloom; x:-45; customname:Lifebloom; alpha:1; mine:true; inVehicle:0; groupOrSelf:true; customtex:true; combat:true; size:0.1; y:-115; ismounted:0

Simply copy, open up Power Auras, hit 'Import' and paste the code into the import bar!
Happy healing!

Wednesday, 28 September 2011

4.3 PTR Resto Changes - TO THE GROUND!

The 4.3 PTR is finally up and rolling, which means lots and lots of news, changes, more changes, and even more changes!

Resto druids everywhere did a double take with this first round of 4.3 PTR patch notes which included the following:
-Wild Growth healing has been reduced by 20%.
-Glyph of Wild Growth now also increases the cooldown by 2 seconds.

This is a pretty substantial nerf and is a really perplexing one. This is essentially nerfing Wild Growth back to its state at Cata Launch - significantly less healing done and a 10 second cooldown. This is boggling because WG was a huge issue in 4.0, Resto druids simply were substantially behind other healers. They needed a boost to simple raw output so badly that in patch 4.0.6, Wild Growth got a 30% buff to its healing done and its cooldown reverted back down to 8 seconds. Now 4.3 wants to... bring back the old WG output and CD and bring us back to those output issues of 4.0?

There's an attempt at smoothing over the glyph change by describing it as a means to give Resto druids 'more choice' in which glyphs to use. This neglects the fact that there are really only 4 decent glyphs for Resto druids to choose from to begin with. Wild Growth, Healing Touch, Innervate, Rebirth. Usually the Healing Touch and Innervate glyphs are the two people swap between. Even moreso, for those druids that opt not to pick up Nature's Swiftness, the Healing Touch glyph is useless for them so they really only have 3 choices. So, there's no choice component in this at all.

It's a straight attempt to strongly nerf Wild Growth. And with this component now as well, we basically have to choose whether to sacrifice 1/6 of the output (chopping WG down from hitting 6 targets back down to 5), or to gain an extra 2 seconds on the cd. I imagine many will simply be dropping the glyph. And from our great choice selection, I guess we can run... the Innervate glyph. Hooray. I can now get a little more of my Innervate on the rare occasions I cast it on someone else following the Innervate nerf.

I can certainly understand wanting to nerf Wild Growth, as it's usually in the top end for heals used in Resto druid's healing (with exceptions being in fights like Shannox, where tank damage and healing is the primary component, bringing Lifebloom and Healing Touch towards the top of heals used per fight). But a nerf this substantial that brings it back to its 4.0 state is ridiculous, as it's likely going to bring back the same issues that caused it to be buffed in 4.0.6. Druids still have no mitigation abilities, Holy Priests will now be getting a boost to Divine Hymn to give them their Tranq-like raid cooldown, and, despite having good direct heals, druids will still not be preferred tank healers over Paladins (and possibly now Shamans, with the 4.3 shaman changes). It's the same issues for druids all over again.

If a nerf is even necessary, a more reasonable nerf to Wild Growth would be a lot better - even a 10% nerf to the healing done by WG wouldn't be as bad as the current 20% nerf. The increased cooldown from the Glyph is really too much and seems a terribly poor decision. While similar to the change listed for the Priest Circle of Healing glyph (the glyph has the same effect as WG; its 4.3 change also increases the mana cost by 20%), an increased mana cost is a lot less costly than an increased cooldown.

There are also concerns that the Tranquility cooldown changes have faded in people's memories some - Ghostcrawler did acknowledge around early 4.2 that Resto druids often 'win' at meters due to the inflation caused by Tranquility. With this acknowledgement was the hope that they would keep this in mind for future healing adjustments so that druids didn't receive unnecessary nerfs due to the HPS inflation caused by Tranq. WG numbers are always high for druids but the strength of WG was definitely something that was needed because druids didn't have the output of other healers pre-4.0.6 when WG was buffed.

I sincerely hope the WG glyph change will be reverted and that the nerfs in general to WG will be reduced.

I'd hope for some other improvements for Resto druids as well in 4.3. Our talent tree still needs work. Living Seed, Blessing of the Grove, and Nature's Bounty all remain lackluster talents. Nature's Grace still should be swapped with Genesis in their tiers in the Balance tree as well.

Having to spec Nature's Cure for a magic dispel seems a frustrating choice (for Shaman and Paladin healers as well - all three classes have to spec to pick up Magic Dispel). Magic Dispel I think should simply go along the route of Holy/Disc priests, who gain the ability to dispel friendly targets when specialising in either tree. Healers are the only ones with an ability to magic dispel friendly targets currently anyway, it seems a waste of a talent point as the dispel is often required in everything from 5 mans to 25 man heroic raids. Even if there aren't that many things which need to be dispelled, the few things that can be dispelled are powerful enough spells that they simply must be dispelled.

This is still just the first round of the PTR and the very first release of the 4.3 PTR. Hopefully there'll be many more adjustments and changes to come, and hopefully they'll reevaluate this Wild Growth nerf. There are a lot of changes for the other healing classes; an interesting one is Holy Priests will now get their raid cooldown with a talented Divine Hymn that has its healing increased and its cooldown cut down to 3 minutes. First glance at the DH change seems to put it about in line with Tranquility (keeping in mind DH is a direct cast only, while Tranquility applies a HoT). The main difference is DH also applies an Increased Healing buff, which is hopefully accounted for in DH's actual heals as well. It will certainly be a potent cooldown for Holy priests, and hopefully will be kept in line with Tranq.

They've also started previous PTRs with very large nerfs which they've later scaled back some, so hopefully we'll see this nerf scaled back and toned down in the coming weeks. The Resto community will hopefully have their concerns heard (and we can certainly see through the alleged 'glyph choices' idea to the actual blatant nerf it's attempting to gloss over).

Here's hoping for better news to come.

Tuesday, 13 September 2011

Healing and Battling the Firelord, Heroic Ragnaros!


417 pulls later, the Firelord has been vanquished! Last Wednesday we finally killed Heroic Ragnaros! A big congratulations to all my fellow guildies in Drow, it was 7 long weeks of hard work but we pulled through and got him down! A bit unfortunately, the inevitable nerfbat hit the night before we killed it, which was rather disappointing. We had been getting deep into phase 4 the week before and were on our way to a pre-nerf kill, so it felt a little like the rug had been pulled from under us there. But, life goes on, and all the work we put in up to that week was certainly a big deal! We were very happy to get our kill, and we finished up with a US 11th 25man kill, which was a great achievement for the guild. Now, we prep for 4.3 and Deathwing!
Reesi of The Inconspicuous Bear put together a great video of our kill, featuring the PoVs of one of our DPS warriors and one of our Boomkins. I’ll share that with you all below, then I thought I’d talk a bit about the fight and healing it!


Hands down this was one of the most challenging fights I’ve ever encountered, and quite likely the most challenging encounter ever placed in the game so far. There were a lot of mechanics to learn, abilities to dodge, adds to control... on and on! all while meeting tight DPS checks. 
Like much of this tier, the high DPS requirements for the fight required running fewer healers. Some of the first Heroic kills used only three healers, though for our work and comp we settled on using four healers. We did do a night of work three healing late on (when one of our healers was out for the night), which was a fun additional challenge, but our kill used four. We used a resto druid (me), two paladins, and a holy priest.
The fight has a lot of phases and is very long (our kill was around 13 minutes), with damage varying from light to heavy throughout the fight. Mana management and careful planning of cooldowns and heals used is crucial on this fight to ensure you’re maximising your healing done, your mana saved, and your cooldown usage.
Because of the importance of mana in this long of a fight, it’s important to ensure you’re making the most of all your heals and not wasting any. Careful thought of when and where to place abilities like Efflorescence, Wild Growth, Tranqs, etc, go a long way in this fight. While there’ll definitely be times where someone way out of group absolutely needs a Swiftmend, and should get one, as much as possible Efflos are good on groups to max the healing done. Similarly with a spell like Wild Growth, times when a misplaced cast hits someone who’s off on their own so no one else gets ticks can be costly.
The first phase is fairly light healing wise - you have to heal up raid members after Wrath and Hand of Ragnaros and after each Magma Trap explosion, but you have a fair bit of time between each of these abilities, so you can generally afford to use more mana efficient heals to top people up. Tanks do take a lot of damage in this phase though. Popping Tranquility after the first Magma Trap explosion is actually a nice time to use the cooldown - it will heal up raid members very efficiently, and the cooldown will be available in later phases should you need it.
The two Intermission phases are quite interesting to heal, and how I decided to handle them actually prompted me to change my spec. I save my Tree of Life cooldown for the two Intermission phases - the entire raid is getting wrecked and is usually quite spread out at first due to stunning and killing the Sons of Flame. So quick heals, good raid coverage, and mobility are all extremely helpful in these phases. Mana efficiency is also huge, especially before Phase 2 and eventually Phase 4, where raid damage is quite intense. Bring in Tree of Life! 
Popping tree form in the Intermissions allows me to cover the raid with Lifeblooms to help manage raid healing, free instant Regrowths on all the Omen of Clarity procs (and without OoC when necessary) to top off raid members who dip very low, and of course Wild Growths and any Rejuvs or Swiftmends as needed. The raid gets hit very hard in the Intermissions and, especially when running few healers, it’s crucial the raid is getting healed up. ToL is great to pop in these phases on normal mode as well! Covering the raid in this way with ToL is great for mana efficiency and allowed me to go into our phase 2 and phase 3 and 4 with a good amount of mana ready for the heavy raid damage incoming.
I changed my spec slightly largely due to the Intermissions and any quick top-ups I was doing with Regrowth on OoC procs in the other phases. Normally I like running 3/3 in Living Seed, however, I found myself using Regrowth a lot more than usual while healing the raid, especially in those Intermission phases in Tree of Life form. I decided to change my spec and pick up 2/3 in Nature’s Bounty for the increased Regrowth crit chance. I opted not to go 3/3 as I preferred to keep Nature’s Cure for the magic dispel (Lava Waves aren’t necessarily deadly, but the dot is, so having a dispel ready for any raid member who accidentally got clipped was very helpful). I also kept points in Moonglow and Furor to maximise my mana pool and savings. My spec looked like this (8/2/31):


I must admit I enjoyed the reduced Nourish cast time from Nature’s Bounty as well. This ability feels much more like a nice tool for when we’re focussed on raid healing - as we spread Rejuvs, it makes it easier for us to cast a quick but mana efficient heal in the form of the hasted Nourish. We can either use that Nourish to perhaps small top up a raid member, top up a tank, refresh Lifebloom on a tank, or simply ensure our Harmony mastery buff remains up. This talent really doesn’t seem great for dedicated tank healing, though, as spreading 3 Rejuvs just to gain the hasted Nourish seems like a waste of globals and mana.
I generally ended up using my second Tranq on the second intermission phase - I could have used it during the Molten Seeds in phase 2, however, as everyone was stacked up for portions of it, topping the raid up wasn’t usually too difficult. The second intermission phase, though, there’s additional heavy damage on the tanks, who are picking up the Scions. This can make balancing healing the tanks and raid challenging, and it ended up being more helpful having the Tranq ready for the raid in this phase to catch raid healing back up in between the large hits on the tanks.
Phase 2 is an interesting phase. There are various strategies for dealing with the Molten Seeds, ours involved essentially a stack and run method for each wave. This was a fairly challenging phase to heal as well, mostly as there is heavy raid damage and a fair bit of movement. The seed explosions (and any remaining magma trap explosions) cause heavy raid damage which needs to be topped up fairly quickly. There’s also potential damage from World in Flames - while this damage is 100% avoidable, there are always instances when people take a tick, whether due to lag, getting into an awkward spot, etc. Generally it’s best to ensure people are topped off as the flames start to go off to give that leeway in case someone eats a tick by mistake. Tanks are also getting hit during these phases, particularly when on the run from the Seeds. I usually tried to save either my Swiftmends or a Nature’s Swiftness with Healing Touch for these times - they made some crucial saves on the move!
Phase 3 is primarily a DPS burn with a lot of avoidable damage. You basically must beat the third meteor spawn - the third spawn drops two meteors, and having four meteors up in phase 4 is just... a guaranteed wipe pretty much! This phase has World in Flames again but it’s easily avoidable, so the majority of the damage is just on the tanks in this phase. Because the DPS is so tight, I actually get to chill by the tanks and be on meteor knockback duty along with helping on the tanks. 
Phase 4 is a mix of heavy damage on the tanks and alternating heavy and light damage on the raid. There’s a bit of time before the first Frost Breadth spawn when Superheated starts stacking up on the raid, so the overall raid damage ramps up quite quickly. Once the raid is settled in the Breadth, though, damage drops dramatically (at least until you have to move to a new Breadth). Tank damage remains high and you have to keep an eye on any raid members who might have to kite a meteor out of the breadth spawn. Keep it together, though, and you’ll get him down!
One frustrating thing I found over the course of this fight was keeping my Lifebloomx3 stack on the tank. There are quick tank swaps in this fight due to the stacking dot Ragnaros places on the tank. This makes for a bit of an awkward decision - do I spend 3 globals applying a stack to the taunting tank, or leave it on the previous tank while healing the new one? The non-tanking tank will still take some damage from the dot, so it’s not necessarily a waste, but it is frustrating. I know our Pallies stopped switching beacons on every tank swap as they found it inefficient. 
I ended up mostly planning my Lifebloom stacks in advance some. For example, in the seeds phase in Phase 2, the tank during the stage in which we had to run from the seed spawn would take a lot of damage from Rag while we were on the move, so I’d stack my LB on her to help increase the healing on her. Meanwhile the tank who taunted after the movement piece didn’t get hit as hard, due to Ragnaros stopping melees briefly while casting World in Flames. Going into the second intermission phase I placed LB on the tank I was healing for the Scion spawns. In phase 3 I kept my LB primarily on our warrior tank as he tanked the majority of p3 - a combination of avoidance and World in Flames casts meant the dot generally didn’t get too high on him, which also allowed our bear (Reesi!) to go cat form and add in some more damage.
This does highlight the bit of frustration with fights such as this though, as swapping our Lifebloom stacks between tanks in quick tank swap fights can be very inefficient and frustrating. I commented on this the other day in the Druid Class Feedback Blizzard had posted the other day (you can see links to the post and also my feedback in my post yesterday, viewable here: Resto Class Feedback).
Another good thing this fight especially highlights is Barkskin is your best friend! Every druid should really have this on their bars if they don’t have it already, as it’s such an amazing damage mitigation cooldown. I actually ended up planning out a lot of its use as well on this fight to maximise its effectiveness - I was generally able to use it every Magma Trap explosion, every Seed Explosion, and have it up for emergencies in World in Flames phases. It’s such a great ability both for this fight an others!
Overall impressions: It was a very long haul but it certainly feels like an accomplishment, especially working with 24+ other people to execute all the coordination to down this boss. It was undoubtedly a team effort and I can’t praise my guildies enough for all the hard work put in. 
Healing the fight was a lot of fun, especially planning when I wanted to use cooldowns, managing my mana throughout the fight, and even planning which heals I preferred to use and when to ensure I was getting the most out of my heals and keeping my mastery buff up.
Druids especially shine on this fight I think, as our hots and raid healing abilities are extremely helpful for some of the movement portions of the fight, particularly when it coincides with heavy raid damage. We also can do an excellent job on tank healing - certainly a strong portion of my healing was on tanks as well as raid, but in particular I always feel Resto druids fit a nice niche of tank healing/support while being able to maintain good coverage on the raid. Paladin’s Hand of Sacrifice was of course very helpful on the tanks, which is a bit unfortunate that Druid’s cannot match that ability. Shaman get a bit of the short end of the stick with all the movement in this fight, however they can perform very well if focussing on tanks. Priests of both specs seem to perform well - Holy’s Lightwells are extremely useful (provided your raid uses them of course!) and Guardian Spirit can be great for tanks on the move in Phase 2 and for the heavy damage in Phase 4. Discipline can also do well, though Power Word: barrier seems more useful for reducing trap or seed explosions in phase 2 and potentially in phase 4 when the raid is actually stacked up.
Now to prepare for patch 4.3 and the battles with Deathwing! I have a bunch of ideas for other posts too so now with some extra free time as we get back to a farm schedule, I'll try to get some more posts up soon. 

Happy raiding!

Monday, 12 September 2011

Resto Class Feedback

The blues have requested some class feedback, and we are happy to oblige! I left some feedback for Resto, which you can see at this link here: Resto Class Feedback. Many 'Likes' are appreciated as it will hopefully help it get looked at by the blues! You can also find some good Bear feedback posts by Reesi and Arielle of The Inconspicuous Bear which I'm sure they'd appreciate you hitting 'Like' as well! Click for: Reesi's feedback and click for: Arielle's Feedback. As Reesi noted on her forums, If you agree with any of the ideas for notable posts, don't just say you agree and nothing else - Respond with the same answer. The only way we'll get attention to any feedback is if it's repeated again and again.


More (proper) posts are in the work so stay tuned! :D

ETA: Including my feedback:

Focus: 
PVE Heroic Progression Raiding Content; primarily Resto.

What are your biggest quality-of-life issues?
Target swapping for Lifebloomx3 stacks on quick-taunt Tank fights (Ragnaros heroic and normal a perfect example) can be frustrating - I can either maintain the 3stack on the non-tanking tank in anticipation of the upcoming tank swap, or I have to spend 3 globals simply reapplying my Lifebloom stack to the new tank. If there was some way to move the 3 stack as a whole between tanks, that would be great. Perhaps LB may need to be reevaluated some, perhaps making the 3stack amount (or even 2 stack) the set amount for just a single application, as it can now only be on one target (then in tree form it would be spreadable over many people as usual). Ideas!

As others suggested earlier, a cosmetic perma tree of life would be nice (affected also by treant glyph or no glyph), perhaps only usable out of combat or something to negate confusion in pvp but allow for some fun /dancing and such around town.

What makes playing your class more fun?
I love everything about druids and especially healing. I feel like we’re in a great spot right now - our throughput is competitive (all of the classes throughput is relatively even by this point in the xpac), our Tranq is now a nice raid cooldown (even if it not a damage reduction one), and we have to make good use of all our spells and it feels like all of our spells are valuable. 

Mana management is fun and, despite misconceptions, still a challenge (when not drastically overgearing content) to do well. I really love the importance of Int to our mana management and being able to make careful choices about secondary stats and managing cooldowns and mana throughout a fight to manage our mana well. 

The Tree of Life cooldown has ended up being a lot of fun and useful, even if I do still miss being able to hop around as a tree in my downtime. It's really fun being able to pop it as a healing cooldown or even as a DPS cooldown on certain fights (alysra burnout, sinestra eggs, etc) or as a sort of mana cd when covering the raid with LB to conserve mana instead of rejuvs.

What makes playing your class less fun?
I still wish we had some damage reduction component. While we’re strong both in tank and raid healing now, for tanks at least we’re very behind in not having any sort of damage reduction. We don’t have an Inspiration reduced damage type talent and no damage reduction type cooldown (such as Hand of Sacrifice or Pain Suppression). Our healing output is strong and the ToL cooldown is really excellent and fun, it just feels like our only option is always to just heal harder, rather than being able to ever mitigate damage in some way.

I also feel our talent tree is a little bloated still, and talents like Living Seed, Blessing of the Grove, and Nature’s Bounty are all a bit lackluster atm. They’re not hugely strong talents in themselves (tho the unlinking from Efflo was a good change) and taking points in any of them doesn’t feel hugely valuable. The reduced nourish cast of NB is alright, though if primarily spreading Rejuvs just to reduce the cast for nourish spam is wasteful of mana and GCDs. It seems more like a 'good, I'm raid healing, and as I'm doing that I can also go to do a quick top up and LB refresh on my tank with the quick Nourish'; which is useful, but if the goal was to help more direct Nourish use it seems a bit roundabout to try to achieve that.

The Nature’s Cure talent I think should be looked at as well - as healers are the only role who can dispel magic off of friendly targets, I think this ability should be granted by choosing the Resto tree (and same for resto/holy for sham/pally) like the priest’s holy and disc specs. It seems a bit of a waste of a talent point for druids pallies and shaman to have to spec to get the magic dispel. While it’s not always necessary, there are several crucial fights where it’s extremely important to pick it up, and even 5man heroics pretty much require dispels.

How do you feel about your “rotation”? 
I think the current healing model for druids is really excellent. We can and should use all our spells, and they’re all valuable. Good druids especially will use all their direct and hot heals and maintain their Harmony proc.

What’s on your wish list for your class?
(see above answers, but quick list below:
-Easier LBx3 swaps for quick tank swap situations.
-A damage reduction talent (a la Inspiration) or cooldown (a la hand of sac) would be great.
-Improvement/revamp of lackluster talents Living Seed, BotG, Nature's Bounty.
-Genesis swapped with Nature's Grace in the Balance tree would be a nice change to pick that up, as it's often dropped for mana saving talents.
-Magic dispel part of Resto specialisation (untalented).
-Cosmetic tree of life/treant, perhaps while out of combat only.

What spells do you use the least?
Think I use all my spells ^.^

Wednesday, 3 August 2011

Fire Nyan Kitty!

So I haven't posted in way too long (my apologies!), but thought this deserved a post because it's amazing(ly fun). Our bearcat Reesi (of The Inconspicuous Bear) got a firekitty staff a couple of weeks ago (Fandral's Flamescythe) which gives her the incredibly fun ability to turn into a firecat while in cat form! Sadly we've only seen two of these drop so far so I don't have one yet, but hopefully will soon!

Fortunately we can have pretend firekitty fun with Potions of Illusion!

Also, many druids out there will have discovered that you can shift into bird form without losing your illusion, which leads to amazing floating kitties...


Which, in turn, led to the following video of pure awesome:



:D Best thing ever amirite?!

At any rate! Again, apologies for the lack of posts lately, we've been full on into progression content in-game and out of game has been pretty busy as well! I would like to do some posts about the current content and I have some ideas in the works, just need to set aside some time to get them posted up. I'm excited for the final fight of the tier though - we're working on Heroic Ragnaros now and it's shaping up to be a very challenging (and long) fight! The world first kills have started rolling in now, and a big congratulations to all the guilds who have taken him down so far! With some solid work ahead for this week hopefully it won't be too long before we see a kill as well.

Enjoy the video!

Monday, 27 June 2011

4.2 Resto Changes and You!

Patch 4.2 is finally upon us and should be landing this week! There are plenty of changes and new content coming, including the new Firelands raid zone! For the latest news and updates I suggest checking out MMO-Champion.

I'll be updating my Resto and Feral guides over the course of this week. For the moment though I'd like to focus on two important changes for Resto: The Innervate changes and the new Mastery.

Innervate in 4.2


Innervate is undergoing a change in 4.2, but it's important to fully understand this change.


Innervate used on oneself is unchanged.

When the casting druid uses Innervate on his or herself, the druid will still receive 20% of their maximum mana.

The change to Innervate is when it's cast on other targets, eg, the druid casts an Innervate on a Pally. In 4.2, an Innervate will cause a target to receive 5% of their maximum mana pool - so, in the example of a druid casting their innervate on a Pally, the Innervate will give the Pally 5% of the Pally's maximum mana pool. This is a substantial nerf to Resto and Balance druid Innervates (though it's technically a slight buff to Feral Innervates), as apparently sharing Innervates was accounting for too much mana savings, especially at higher gear levels.

So what does this mean for us? Well, you'll be much less likely to be giving your Innervates away, and overall Innervate will be a bit less desired by other healers. An important thing to note is trading Innervates with another Resto druid will no longer be a mana gain - the Innervate you give to the other druid will be substantially less and vice versa, so this is no longer a viable strategy for mana return. For maximum mana gains, you'll want to be Innervating yourself.

Glyph of Innervate
It's very very important this is understood - Glyph of Innervate is unchanged in 4.2. The tooltip has been updated to reflect what this actually means - the casting druid will receive half of their Innervate when they cast Innervate on another target, ie half of 20% of their maximum mana pool, that is to say 10%. This means you will still receive 10% of your maximum mana pool when you cast your Innervate on another target while glyphed.

With that in mind, Glyph of Innervate is still a useful glyph in 4.2. While your Innervate won't be as valuable to others as it is currently, it can still be extremely useful for people, especially if a fellow healer is out of mana (or perhaps was just battle rezzed), or even for a DPS that could use it. Balance druids can also still help out their healers with an Innervate. The nice thing about continuing to use this Glyph is it gives you the flexibility to share your Innervate with someone else should they need it while still receiving some of the mana return yourself.

New Resto Mastery


I discussed the new Resto Mastery some already in an earlier post, but I wanted to refresh on it with 4.2 finally going live. Our new mastery is the following:

Harmony: Increases direct healing by 10% and your direct healing spells grant you a 10% bonus to your periodic healing for 10 sec. Each point of mastery increases each bonus by an additional 1.25%.

This is a really nice change for Resto druids, increasing our direct healing and making a nice interaction between our direct heals and our HoTs. Every time we cast a direct heal (Healing Touch, Nourish, Regrowth, and also Swiftmend), we will gain the buff Harmony which increases the healing done by our HoTs.

We ideally want to maintain as close to 100% uptime on the buff as possible. It will be very important for raid healers to make sure they're maintaining the buff to increase their HoTs as well as the tank healers. Swiftmend will proc the buff, but the cooldown on Swiftmend is 15 seconds and the buff remains active for 10 seconds, so you'll be losing uptime on the buff if you only refresh it with Swiftmend. It's reasonable, but ideally you won't be losing any uptime at all. If you're largely raid healing, you're still likely keeping your Lifebloom rolling on the tank or another person, so refreshing it with a Nourish or other direct heal should help you maintain the buff. Tank healers and those who watch both shouldn't have too much issue maintaining the buff.

Keeping track of the Harmony buff will go a long way to helping you maintain good uptime on it. For those that use the addon Power Auras (an excellent addon which I highly recommend), the following is a code I made which is helpful for keeping track of the mastery buff. It will show you the buff is active and the time remaining on it so you can see when you need to refresh it.

The import code is this:
Version:4.19; b:0.0549; g:0.4863; icon:Spell_Nature_HealingWay; buffname:Harmony; r:0.1843; x:-85; customname:Harmony; texture:23; alpha:1; inVehicle:0; wowtex:true; combat:true; size:0.25; y:-160; ismounted:0; timer.b:0.9294; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.r:0.9882; timer.cents:false; timer.Relative:CENTER; timer.UseOwnColor:true

The Aura itself looks like this (seen with my full Resto power aura setup):

The Harmony aura is the leaf on the left hand side with the timer.

My full set of power aura codes are available in my post here: My User Interface / Addons.

Happy patch day! Don't forget to update your addons!

Thursday, 2 June 2011

PTR Feedback - Resto Mastery Duration



I decided to make a post on the WoW PTR Discussion Forum regarding the Resto Mastery to give some feedback on the Harmony duration and thought I'd post it here as well to hopefully increase readers of it a bit! You can see the original post on the forums here: [Feedback] Harmony (Resto Mastery) Duration. You can upvote the thread by hitting 'Like' in the top right hand corner and feel free to contribute with any constructive comments, thoughts, or ideas of your own! (Just keep it constructive so we avoid the forum trolls).

Full post is the following:

As a preface, I’m very pleased and excited about the 4.2 mastery changes for Resto druids. The change not only boosts our direct heals and our interaction between our direct heals and HoTs (with the former activating the HoT buff), it should go a long way to encourage more direct healing from Resto druids and clever play and not just mindless spamming. I was also pleased to see on PTR that the direct heals actually proc a buff for Harmony, which is extremely helpful in tracking its uptime, whether through an addon like Power Auras or simply glancing up at our buffs to ensure it’s up.
My only concern is with the actual duration of the buff. At only 10 seconds, it’s feeling very restrictive. Taking into account the GCD following the spell which activated it, the buff is only active for ~9 seconds, and 1-3 seconds of that will be required to reactivate it (through casting a direct heal) if we want to maintain continuous uptime, which will be the ideal we aim for. 
A 15 second duration would be nice, however, that may seem a bit too easy to want to implement, as it could easily be refreshed by simply Swiftmending on cooldown, which could quickly become a mindless auto-cast without any real thought. Particularly with Swiftmend, we don’t want the spell to become the main mastery activator, especially for raid healers, as it could likely just lead to wasted Swiftmends hit unnecessarily without thought just for the mastery proc.
The 10 second duration should be very maintainable in 5mans, and likely not too bad in 10mans, where there's generally plenty of direct healing going on along with party/raid healing, especially in 10s with generally only 2 or 3 healers. In 25 man raids in particular I see this being much more difficult and restrictive, particularly for those druids who are focussed primarily on raid healing rather than necessarily tank healing. If refreshing the Mastery with a Nourish or Healing Touch, that's essentially 2-3 seconds of the buff spent simply refreshing it. You could arguably refresh with a Regrowth, particularly if you have an OoC proc, but that seems like it might just encourage poor and random Regrowth use. 
A 12 to 14 second duration for the buff seems like it may be a good balance. Not so long that it could be so easily refreshed by just spamming Swiftmend off CD without thought, but long enough that you don't feel you’re constantly struggling to refresh it and can actually make good use of spreading your HoTs on targets while raid healing and take advantage of the HoT boost component of the mastery. Regardless of final duration time chosen, definitely something that should be adjusted and ideally increased.
Overall, very positive about the mastery change and am looking forward to when it goes live.