Friday, 25 February 2011

Patch 4.1 on the PTR and some Kitty updates!

First off, I would be remiss if I didn't mention Patch 4.1 now being available on the PTR! You can see lots of updates on it at MMO-Champion, as well as the official Blue Post here. Lots of exciting stuff to come, including new heroic 5-man dungeons (a revamped Zul Gurub and Zul Aman) and possibly either some new raids (Firelands?) or at least a set-up for the new raids. So far the only big druid mention has been a short mention that the 'spell effect for Efflorescence has been changed'. It still seems to be a little unclear just what the change is - so far, reports are showing that it is primarily a graphics change, and we are now creating a green flowery rune rather than a bright green circle (which obscured many dangerous ground effects). Here's a little screenshot of it, courtesy of Keeva's TreeBarkJacket (Efflorescence Graphic Changed), who in turn found it on the Druid Forums I believe:
Actually looks pretty nice! Hopefully this will be visible enough that people will still be able to see it to run into, but shouldn't obscure any dangerous AE graphics in the process. Be sure to update your fellow raid and party members to its new look!


There has also been some discussion on Elitist Jerks over whether the heal itself has been revamped slightly to make it a smarter heal, but there's not much information yet, and it's all subject to a lot of change between now and when this patch goes live. There's some interesting discussion though, so to check it out go here: New Efflo Discussion.


In some other news, I've made some minor updates to the Feral guide to reflect some of the 4.0.6 changes. I'd in particular like to note Tangedyn taking over the guide on the WoW Druid Forums (Yawning apparently has stopped playing) - you can find his guide here. I've also updated the link within my guide.


Tangedyn also had an excellent post on The Inconspicuous Bear with good explanation of some of the feral cat changes with 4.0.6: Adapting your Cat for 4.0.6. 


There are four primary changes which he discusses:


1. Ferocious Bite is no longer high on our rotation priority list when the boss is above 25% HP. With the buffs to Shred in the patch, it's overall a higher DPS gain to continue shredding (even at 5 CP) rather than trying to work in Ferocious Bites, as this poses no risk of Savage Roar or Rip falling off. When the boss is below 25% HP, though, you should absolutely be using Ferocious Bite, as it will refresh your Rip with the talent Blood in the Water. This talent was also adjusted slightly in the patch so that FB will now instantly refresh Rip instead of refreshing after a slight delay (which it used to do), which sometimes resulted in Rip falling off.


2. With the above changes in mind, Glyph of Berserk is now our best glyph for the third glyph spot (over Savage Roar / Tiger's Fury), as the greater time in Berserk gives us more time to Shred. Glyphs of Rip and Shred should absolutely still be your other two glyphs.


3. Again taking into account the changes to Shred (and to Mangle) which increased our weapon damage contribution, and also the changes to the trinket Unheeded Warning which now increases your weapon damage, this trinket is now our BiS trinket by far.


4. A final point is the value of Haste for cats has increased some following the patch, putting it about equal with Crit, and both being a bit behind Mastery.




And finally, in some exciting news on the raiding front, we successfully took down Nefarian on Heroic mode this week!
Derwent, Blackwing's Bane!
This now takes us to 9/13 Heroic, with only Ascendant Council, Chogall, Sinestra, and Al'akir left! We've started work on Chogall now, with the hope that we will be able to take on Sinestra right after (bit unsure whether we need to kill AC before we can face Sinestra or not). Al'akir should fall not long after!


Also, Potion of Illusion + Sandstone Drake is just awesome:

Saturday, 19 February 2011

4.0.6 Thoughts and Healer Cooldown Issues Addressed

The patch has been out for almost two weeks now, which seemed to be a decent amount of time to get a feel of all the new changes and get some raids in with them. We've also made it past the first major wave of hotfixes and the second minor patch (4.0.6a), though for the most part we weren't too affected (well, trees and cats, apart from some fixes; moonkins had several adjustments for damage and for some bugs I think).

There was also some very interesting news for druids in a recent blue post on Incoming Healer Changes:

We agree with the sentiment among some players that Restoration druids and Restoration shaman are lacking in the healing cooldown department. The shaman buff and Power Word: Shield adjustment above should bring all healers reasonably close in terms of throughput. The decision on who to bring then might end up being dictated by the strong cooldowns offered by paladins or priests. This isn’t the kind of thing we can address via a hotfix, but it is something we are looking at for the next major content patch.

They are listening to us! Much of the forums are now abuzz with ideas for what a cooldown we could have would be. I think most people (including myself in the past) tend to jump to the idea of 'casting barkskin on someone else' largely because it feels like the easiest solution, which I think gets suggested in the hopes that because it's arguably simple and not requiring a brand new idea, it might be implemented. As many have also said, though, it would be extremely disappointing if we couldn't use Barkskin ourselves (definitely a crucial survivability cooldown for ourselves), so I would NOT want to sacrifice that ability.

Really, the only cooldown that will really measure up to the ones offered by Paladins and Priests would be some sort of Raid Wall - i.e. something like Aura Mastery or Power Word: Barrier, as those two cooldowns are the primary reasons for stacking paladins and priests at the moment.

I excitedly posted the blue post up on my guild's forums and one of our healers had an interesting thought, though: He felt that it would actually be better to simply nerf the Paladin and Priest cooldowns (AM/PW:B) rather than give druids and shamans new ones. His thoughts were that encounters would eventually have to be designed around having these cooldowns, and could lead to more issues of stacking classes / sitting classes on progression encounters due to issues like, 'this big AE is nature damage, Aura Mastery won't help, sit the pallies,' or 'you can't stack people up for PW:B, forget the priests', etc like that, and that there would likely be similar mechanics issues with any new druid or shaman cooldowns. An interesting perspective, certainly, and one that's certainly not off the table - the blue post did NOT say they were giving us a cooldown, it said they would be looking to address the issue. So keep any hopes within reason!

Largely I think it comes down to keeping some sort of balance, whether that be giving shamans and druids some useful raidwide cooldown or perhaps simply eliminating or nerfing existing cooldowns. As ever, balance is extremely difficult to achieve, especially while trying to keep unique flavours to each class. Time for some brainstorming of druid cooldown ideas! A raidwide cooldown is definitely the way to go in my opinion if they give us something - again, that's largely the reason for stacking pallies and priests at the moment.

I quite like my idea of a druid raidwall from my Healing post of 'Nature's Guardian...the druid calls upon the forces of nature to surround his allies with roots and leaves, reducing their damage taken by x% for y seconds'. Pretty simple, but would be a great cooldown I think. The language is really just for druid flavour hehe.

Thoughts for our actual 4.0.6 changes are primarily Resto-focussed as I've had the most experience gauging the changes for Resto in raids these past two weeks.

Healing output has definitely improved with the buffs, particularly our raid heals. The Wild Growth changes (30% healing buff plus a shorter cooldown) were very helpful. I'm a little wary of any reactions to data leading to a new nerf on WG - the buffs will of course lead to an increase in use of WG, and it and Rejuv will still be a substantial portion of healing done in the very least due to the nature of the heal (multiple ticks on multiple targets), but other spells are most definitely still being used. Combined with the new Rejuv mana cost (20%), both Rejuv and WG feel like they're in a good place - if you try to spam it you'll run yourself OoM, but if you use them well they are very effective, which is a pretty decent balance.

If you aren't saving your ToL cooldown for a specific time in the fight (i.e. specials on Conclave), it can be good to time the cooldown for times of AE damage in conjunction with a mana management strategy. Spreading Lifebloom over the raid in ToL can be incredibly mana efficient for getting additional HoTs around the raid as it's one of our cheapest spells. I've begun doing this in fights like Valiona and Theralion heroic, where damage around the entire raid can be pretty constant, so alternating between spreading LB around the raid in ToL and spreading Rejuvs outside of ToL (both instances using WG as well) helps work into my mana management over the course of the fight.

The patch also saw a buff to our healing mastery, which should be helped additionally by mastery coming into play more due to the shorter WG cooldown and reduced Rejuv cost. There's a nice addon on WoWInterface.com called Druid Mastery which tracks how much of your heals are affected by your mastery. I haven't tried it yet as I hadn't gotten around to installing it, but I've heard good things and it should be a good help to see just how much of your healing is benefiting from your mastery.

Regrowth had some decent buffs in benefitting from Empowered Touch this patch. I've found myself using Regrowth a bit more than I used to, the 10% boost to its healing from ET and it refreshing LB stacks was definitely a nice improvement. I haven't really bothered with the new Nature's Bounty though, I've only placed one point in it. In 25 mans at least, particularly when focussing on the raid, I'm simply not spot-healing with Nourish enough to really need the reduced cast time. I do think it may find more success in 5 and 10 mans where it may be more feasible to actually use Nourish frequently on raid/party members.

Overall, though, the patch was pretty positive for Resto, we're definitely on the right track. There are still some issues, particularly with talent bloat and the lack of a cooldown, but the cooldown issues are at least on the table to be addressed, and hopefully some talent adjustments may be on the horizon too.

Monday, 7 February 2011

Resto Druid Guide updated for Patch 4.0.6!

I'm back! If you didn't notice I was away, well, that's a bit awkward for me, but I have been moving this past week so have been very busy packing and travelling. On the plus side, downtime loitering about in airports gave me time to go through a much needed update to my Resto guide!

Along with some of the minor updates for Patch 4.0.6, I completely overhauled the Specs section and updated information in the healing and stat priority section. I've got a new Base Spec suggestion up which should be useful for all healing, from 5 man dungeons on up into 25 man raids and progression content, along with additional information on options for flexible talent points to change that base spec around and information on DPS and Utility talents as well. I'll also be fine tuning some of the updates and fixing some additional things once the Patch goes live and I can test out some more of the talents / abilities and also confirm any final changes or hotfixes that didn't show up on the list.

You can see the updated guide at its usual home here: Cataclysm Restoration Druid Guide.

Hopefully everyone is excited for the patch, which looks like it will be landing this week! Resto druids are seeing some nice buffs, most notably a 30% increase to our Wild Growth healing as well as a reduction in its cooldown (8 seconds, down from 10). A small nerf to our Tree of Life duration, but it's not too big so I don't think it will be an issue. We're also seeing some buffs to Regrowth in that it will now benefit from Empowered Touch, so it should gain a +10% bonus and it will refresh Lifebloom stacks on a target.

Ferals are seeing a mix of changes, we've got a 10% damage reduction to our Rake and Rip, but an increase in the weapon damage contribution to our Shred and Mangle (cat) up to 450%. There are also a fair few PvP related changes with Shapeshifting and breaking roots (you can now only break roots with Shapeshifting if you select Restoration as your talent specialisation and also I think Moonkin form will break it), though normal shapeshifting will still clear you of movement impairing effects (slows etc).

For a full list of all the Patch 4.0.6 changes see the MMO-Champ post here: Patch 4.0.6 on Live Realms This Week.

I'll leave this update at that to give you time to peruse the Patch notes and the Resto guide updates!

Monday, 31 January 2011

Conclave of Wind Heroic Video!

A quick post today, with my Heroic Conclave of Wind video!

A quick note before the video, I'd really appreciate additional reads on my post on druid healing, particularly the post on the WoW Healing Forums - I'm really hoping some devs as well as players will give it a read, as I do feel the issues discussed are really important for druids (and also for Shamans, who are in a similar situation at the moment). Any constructive comments on the post are appreciated, whether joining in the discussion if you agree or disagree, have a good idea of your own, or just chiming in to say if you like the ideas or not :D It will bump the post as well in a positive way and might even get some good ideas brewing!

Back to the video! I recorded our Heroic Conclave of Wind kill last night and finally got to make the video for it - I've been wanting to do this for a couple of weeks now as I had a specific set of music I really wanted to use in the video. Very different music than my other videos so far, and fits very well I think! I also managed to get this one uploaded at 1080 HD, continuing to work to improve my vid quality (though think I may hit a point where maximum quality videos may actually require a better computer).

Anyhow, without further ado, Conclave of Wind Heroic! (Watch in HD!)



For those interested, I actually run a different spec for this fight, 8/2/31, picking up 3/3 in Perseverance for the 6% reduced spell damage. I also still max out Gift of the Earthmother to help keep my Rejuvs frontloaded and as I tend to let my Lifeblooms bloom a fair bit more on this fight, since I'm mostly jumping around a lot healing many targets and myself as needed (rather than being on a set tank target the whole fight, as there's no tank on the East platform and I'm only briefly on the North platform). I drop Nature's Cure (as no dispels are needed in this fight), Swift Rejuv (simply as it's not a crucial point in here so I feel I can spare it), and only take 2 points in Efflorescence to get the 3 for Perseverance. That last point feels a bit difficult to drop, but, given how mobile people are on East, most will not be standing for long in Efflorescence, let alone stacked up in it, and the stacked healing for the North platform specials are boosted by many of the other healers being there with their AE heals plus Power Word: Barrier, glyphed for 10% extra healing while in the barrier as well as the damage reduction.

The video also shows nicely just how crazy that East platform with Rohash can get with Tornadoes (and how much they can affect visibility, seen towards the end of the video) and Wind Blast. Timing and awareness really has to be sharp on the East platform, and I always have an eye watching that Wind Blast timer, as well as keep Rohash focussed to see what he's casting.

I also save Tree of Life for the East specials for the instant Regrowths and multiple LB stacks during the special - I pop it when Rohash is at about 80 energy or so in order to maximize how much use I get out of ToL, as I always shift into cat form for the fall. On normal mode you may survive dropping while not in cat form, but it's an excellent habit to get into, as it is highly unlikely you'll survive full fall damage and are consequently targeted for a Slicing Gale attack (especially if your debuff stacks are high). If I can as well I'll use ToL as a DPS cooldown at the end (as I do at the end of the video).

Enjoy!

Saturday, 29 January 2011

The Current and Future State of Druid PVE Healing


I’ve been thinking about this topic for a while as I’ve been feeling through my healing since Cata Beta and on into Cata dungeons, raids, and now Heroic 25 man raids. Part of me wanted to wait for the upcoming patch, however, with changes already announced (and all pretty positive so far), I decided I could instead focus on some of the other areas.
In particular I’d like to touch upon:
- Some thoughts/suggestions on current and patch druid healing
- ’Why bring a Resto Druid to our progression raid?’ - what is needed to gain positive answers to this question.
- A few suggestions for adjustments to the Resto tree, particularly to help alleviate talent bloat.


ETA: Also posted this on the WoW Healing Forums, Current and Future State of Druid PVE Healing, join the discussion! :D 
Current and patch thoughts on druid healing:
Overall, druids are doing reasonably well when looked at of their own accord (ie not comparing with other healers). Nearly all of our spells see good use, and clever healing with good use of our innervates and Omen of Clarity procs makes for good mana management. I feel able to meet the challenges of heroic raid content and below and, again through use of smart healing and mana decisions, I am not in fear of going OoM each fight or feeling unduly restricted by it.
The changes slated for 4.0.6 are positive steps in the right direction overall. The buffs to Wild Growth will hopefully bring our raid healing back up to par. I’m interested to see just how the reduced WG cd combined with reduced Rejuv cost and the Symbiosis buff plays out in progression content - theoretically it’s looking like a positive change, though as ever we’ll see how it plays out when it hits live servers.
Regrowth is still a bit of a problem child, even with the upcoming changes. Its inclusion in Empowered Touch is potentially a positive change, most useful I foresee when instant Regrowths are used in ToL so you don’t lose LB stacks when popping Regrowth on OoC procs, as well as for some quick heals on a tank without losing your LB stack. The changes to Nature’s Bounty are more interesting and potentially appealing for the hasted Nourish casts it provides for Raid and Tank healing. Just how many points are worth sacrificing for this talent remains to be seen. 
The bigger issue lies with Regrowth itself. As our ‘flash’ spell - a quick, expensive heal - it doesn’t measure up to the corresponding flash spells of the other classes (quickly checking on my own Priest, Flash Heal ~14k, Shaman Healing Surge ~10k, Pally Flash of Light ~14k). The HoT component is of course part of that - our main hit healing for ~7k with an additional 2k over 6 seconds. The main issue is that in general when that quick heal is used, it is precisely because an immediate heal is needed - in the majority of situations where that’s needed, it’s an emergency where a lot of healing is needed immediately, hence why we would even want to risk that much of a mana expense to begin with. The HoT component is negligible and usually quickly overwritten in instances where several quick Regrowths are needed in succession on the same target.
I can understand the desire to keep Regrowth different from the other classes’ flash spells to keep the Druid flavour, but currently the only real distinguisher for Regrowth is a weak HoT tacked to the end of it. The simplest fix would be to just increase Regrowth’s initial heal, roughly 10-10.5k direct base heal at 85 would be reasonable, with the HoT component’s 2k over 6 sec settling Regrowth right amongst the other flash spells. 
An example of the shortcomings of Regrowth (apart from its lack of punch in emergency spot- or tank-healing) is Chimaeron - those ~5 second windows between Caustic Slime or Massacre hits are crucial for quick heals to get targets above 10k heath. The other three classes can achieve this with one of their flash heals without needing the heal to crit or for a HoT to tick. By contrast, a druid has to rely heavily on the initial Regrowth heal critting or hope there is time for those HoT ticks to carry that last bit of health before the next attack. While it may not be devastating and other heals can be utilized, or even assigning the druid to tank healing, you can see where the inequalities can be spotted (which can correspondingly be seen with other heals in comparison to the other classes).
Why bring a resto druid to our raid?
The biggest concern with current Druid healing is it’s very difficult to give a positive answer to this question, ‘Why bring a Resto Druid to our raid?’ This topic was discussed some by Xaar of Paragon in his excellent post on the EU Healing forums (The State of 25-man Raid Healing). Apart from the healing disparity issues discussed by Xaar in his post, some of which have already been addressed in the upcoming patch (namely WG buffs and the Mana Tide Totem changes), the biggest issue is that a Resto Druid brings nothing of real significance to the raid along with their healing. 
The things a Resto Druid can bring to a raid are: 
-Replenishment (easily covered by other classes, especially in 25 man settings) 
-Battle Rez (provided by other druid specs) 
-Innervate (provided by other druid specs, albeit obviously stronger from Balance than Feral)
-Tranquility (provided by other druid specs, again strongest with Balance over Feral, though also good with cats specced into Nurturing Instinct). 
The flexibility of the class is of course a key component and I by no means wish for any changes for the other specs - simply highlighting that although a druid is still very desirable in a raid, specifically as a healer it looks like a lackluster choice.
Guilds heavily in progression content have primarily been stacking Holy Paladins and Priests for their healing comps. Pallies and Priests have risen as a choice above druids for several reasons: For straight healing output, especially at higher gear levels, those two classes have been extremely strong (which will hopefully even out some among the four healing classes with the changes coming in 4.0.6). Holy priests have been performing better on raid heals and have a valuable cooldown in Guardian Spirit. Although Disc priests have been a bit sub-par currently, they are still extremely useful for Power Word: Barrier, Pain Suppression, and, in some specific fights (ie Halfus Heroic), do immense healing through Atonement specs.
Although the Druid tank-healing toolset was upgraded in 4.0 and has a good mechanic using LB+Empowered Touch et al, in terms of tools it falls behind Paladins as a strong choice for tank healers - a Paladin has many +healing cooldowns (Avenging Wrath, Guardian of Ancient Kings, Divine Favour), damage reduction cooldowns (Hand of Sacrifice, Aura Mastery), Beacon, and Lay on Hands. The druid can pop Tree of Life but has only this cooldown, whereas the Pally can chain cooldowns throughout an encounter if desired. As one of our healers described, ‘druids seem like half-assd paladins’. We do have a bit of a haste cooldown/proc in Nature’s Grace, however, this talent has its own issues for Resto, discussed later in this post in the Talents section.
Although Shamans are having some similar difficulties to Druids in current content, these are sometimes overlooked in order to bring a Mana Tide Totem for the Pallies/Priests. I’ll leave thorough discussion of Shaman concerns to someone more involved with the class, though.
So what could druids have to make them more competitive and useful for raids?
One solution would be to provide Resto Druids with either a damage mitigation cooldown or a raid cooldown. Arguably we have a raid cooldown with Tranquility but, as addressed earlier, this is easily provided by the other specs. Again, this is great for the flexibility of the class, but still not a reason to bring a specifically Resto druid to a raid. 
The most obvious damage mitigation cooldown one could give to Resto Druids (and has been suggested by others I’m certain) is to give Restos the ability to cast Barkskin on other targets. Making this a deep Restoration talent would restrict it to healers only. 
Another option is to bring back a form of the Tree of Life aura, granting a +x% increase to healing received to raid/party members within range. This could be a part of the ToL talent - speccing into ToL could provide both the ToL cooldown (unchanged 3 min cd) and provide a +healing received aura which would be active both in caster and ToL form. This would also realign Resto with Moonkin Aura and LotP.
There are plenty of other potential options and I’m sure many have some creative ideas. A raid damage mitigation cooldown would be a massive ability though may require an additional/new talent/idea. Something perhaps in a druid theme could be an ability, say, ‘Nature’s Guardian’ in which ‘the druid calls upon the forces of nature to surround his allies with roots and leaves, reducing their damage taken by 20%’, etc. This could be a deep Restoration talent.
Other talent tree suggestions
There are a few talents I also think could use some adjustments. There does seem to be some bloat in the Restoration tree. The expressed desire by Blizzard to have us make some difficult choices in our talent trees is there, and some are fun and effective - we have to make conscientious decisions on, say, mana conservation talents in the other trees vs +healing talents in the Resto tree(ie, what to drop for points in Moonglow? in Furor? etc). 
There is a fair bit of extra talents in the Restoration tree though where we’re simply having to decide what to straight sacrifice as there are simply not enough points, rather than making more ‘fun’ decisions. Currently Gift of the Earthmother and Nature’s Bounty seem to be the either/or for the chopping block in many talent trees, with NB being the one more frequently dropped it seems (hence the upcoming NB changes). We’re having to make choices like this, and though there’s certainly decision-making occurring (and even healstyle analysis occurring - ‘How do I, personally, use Rejuv and LB? Is Regrowth worth the points in NB?’), I think many would find these the less fun decisions, as opposed to ‘Can I pick up Fury of Stormrage and do some damage for this fight?’ Another talent ever-increasingly dropped is Nature’s Swiftness (a further knock to our tank-healing toolset) as many are finding it not worth the point. 10 man raiders could also argue for Nature’s Cure being a frustratingly necessary dropped point, as they may not have additional dispels in their raid comps to compensate (25man raiders generally will).
With this in mind I’ve been considering the Resto tree and have the following ideas for our talents:
Living Seed/Efflorescence
Many have suggested this already - these two talents should be unlinked. Efflorescence is a good talent but people are increasingly feeling the 3 required points in Living Seed are too heavy a cost for it. 
Living Seed itself is lackluster. It accounts for extremely little of our healing done and is an extremely costly talent at 3 points. Although the concept is fitting for a druid (a heal blooming after a hit), it is also much less useful than damage reduction talents like a Priest’s Inspiration or Shaman’s Ancestral Healing. Certainly, the Living Seed is useless if the hit it was going to bloom on actually killed the target because none of the damage was mitigated. Adjusting this talent to a damage mitigation tool would be much more useful, particularly in the context of our tank healing tools. Perhaps it may be better to simply overhaul or scrap the entire talent, or drop it down to 1-2 points rather than 3. In the very least, though, it would be extremely helpful to unlink this talent from Efflorescence. Certainly I’ve found myself wanting to (and actually doing so) drop a point or two in Efflorescence for points in abilities like Perseverance for certain fights (ie Heroic Conclave).
There is likely concern that no one would take Living Seed if it were unlinked from Efflo, though this itself should really bring up red flags about the value of the talent. Another possible solution to revamping Living Seed would just be to do away with it as a separate talent and instead perhaps combine it with Efflorescence, so 3 points gets you both talents instead of spending 6 for them.
Malfurion’s Gift
I mention MG in the context of the upcoming 4.0.6 changes to Omen of Clarity and MG. With Clearcasting procs from Omen of Clarity set to only proc on healing spells by speccing into MG, this talent essentially becomes mandatory for all Resto druids. I would be shocked if any Resto would choose not to spec it, and even more shocked if they felt they didn’t need to spec it. This then essentially takes all the choice out of this talent and it’s simply stealing talent points.
A solution which could help reduce some of the talent tree bloat would be to simply remove MG as a talent and grant its ability (OoC for healing spells) as one of the Restoration specialization abilities. This would free up 2 talent points for some more customization in the rest of the tree. 
Another solution would be to incorporate another ability into the talent, however that may simply bog down the tree even more than it already is.
Nature’s Grace
Strictly speaking a Balance talent, though it has good uses for Restoration druids as well. I do think it could use some minor improvements for Resto use. It already had an update for Resto (adding in Regrowth to trigger the Haste proc in addition to MF/IS) which was very helpful, particularly in a PVE progression healing context in which the GCD and mana for a MF/IS can’t always be spared. 
The biggest issue for Resto at the moment is the ICD on the Haste proc - the ability has a 1 minute cooldown which Balance druids can reset through Eclipse. Resto druids can’t reset the cooldown, which makes this a difficult talent to make full use of. Although it’s possible to time gaining the haste buff for certain events in an encounter, the nature of healing will often require the use of Regrowth in situations outside of when we might want the haste buff. Consequently we are locked out of gaining the haste buff again for another minute. This then restricts us to either limiting our Regrowth/IS/MF only to times when we want the buff (preventing us from using RG as needed), to using our RG as needed but locking us from the haste at key times, or to attempting to keep track of the ICD. Perhaps the latter is intended, but it feels restrictive, again in particular when compared with abilities like Tidal Waves, Serendipity, Borrowed Time, Infusion/Speed of Light, Judgements of the Pure. The changes to Nature’s Bounty may assist in providing druids with a comparable ability (depending on how the talent works practically on live and how many points can be worth spending in it), however I still feel the ICD for Nature’s Grace needs to be adjusted for Resto druids.
Overall
These are just some of my current thoughts on Druid healing and really only a small portion of the ideas and discussion circulating at the moment. Druids are certainly far from bad at the moment and can perform well in Heroic content. The spec and our ability strengths still need some adjusting, and the mass data from logs et al after patch 4.0.6 goes live will be the most useful in determining how successful the upcoming changes are in bringing our heals closer to par with Priests and Paladins. There are definitely movements in the right direction, but there is still a ways to go. 
Crucially, I feel Resto druids could do with an ability to increase their value to bring to a raid. Certainly in the context of the expressed desire for raiders to bring ‘the player, not the class’, druids are harshly behind Priests and Paladins (and arguably behind Shamans as well w/o MTT to contribute) in terms of what they can offer apart from just being a healer. Even assuming equal gear, equal player skill, and (assuming relevant buffs/nerfs upcoming in 4.0.6 across the 4 healing classes) equal healing output, druids will rarely, if ever, be preferred due to lacking the cooldowns/abilities possessed by Paladins and Priests. While it’s good to keep the different classes unique to a degree to prevent any homogenization in healing styles and strategies, the classes should still have some equality in terms of each bringing effective healing and abilities which can contribute positively to the raid and encounter. 
Assuming the status quo, there is also a potential argument for simply increasing the strength of all of the druid’s heals so that they are superior to the other classes’ heals. This could theoretically even out the desirability of bringing a druid, as although they lack raid cooldowns et al, the increase in healing would compensate. Personally, I feel the utility of some sort of additional cooldown would be a more valuable change, as I imagine simply increasing our healing strength would ultimately be a poor decision for class balance. If the heals were increased too much it could just as easily lead to stacking druids, as the healing would just be more valuable than any cooldowns provided by other classes. 
Ultimately, the best aim is for a roughly equal balance so that a reasonable mix of all the classes are included, rather than stacking of a particular class. Of course, this is extremely difficult to do, but I hope that ideas like those above will help to lead things in that direction.

Wednesday, 26 January 2011

User Interface and Power Auras Exports

I've had a few questions about my UI and which addons I use, so I thought I'd make a post for easy reference. I grabbed a still from my Maloriak video and a couple of other screenshots to mark up so it was clear which addons are doing what. I've listed them all below including links to their page on Curse.com. (Permanent page set up on the right-hand side links here.)


Addons

1. Vuhdo - Healing and Raid Frames
2. Power Auras Classic - Customisable notifier (de/buffs, spell CDs, procs, etc)
3. IceHUD - Customisable HUD
4. Parrot - Scrolling Combat Text
5. Deadly Boss Mods / DBM Spell Timers - Boss Encounters
6. Omen - Threat Meter
7. Recount - Damage Meter
8. SexyMap - Customisable MiniMap skins
9.  Quartz - Cast Bars
10. Chocolate Bar Broker Display - Bar for Broker Plugins



11. TipTac / TipTac Talents - Customisable ToolTips / Displays target's talents (0/0/0)
12. (not visible) oRA3 - Raid assist
13. Tidy Plates - Customisable Nameplates
14. (not visible) Simple Raid Target Icons - Quick customisable raid target marking
15. RoguePowerBars - Buff/Debuff tracker and timers


Power Auras Import Codes

For those of you using Power Auras Classic who would like to use my setup, I'll include the Power Auras import codes below. To set these up, all you have to do is bring up the Power Auras editor in-game by typing /powa. You can then import this setup directly by clicking the Import button and pasting the code in.

Resto Power Auras
Wild Growth cooldown

Version:4.9; icon:Ability_Druid_Flourish; buffname:Wild Growth; x:-45; customname:48438; bufftype:15; alpha:1; isResting:0; inVehicle:0; spec1:false; customtex:true; combat:true; size:0.15; y:-160; texmode:2; ismounted:0

Nature's Swiftness cooldown

Version:4.9; icon:Spell_Nature_RavenForm; buffname:Nature's Swiftness; x:45; customname:17116; bufftype:15; alpha:1; isResting:0; inVehicle:0; spec1:false; customtex:true; combat:true; size:0.15; y:-160; texmode:2; ismounted:0

Omen of Clarity proc w/ Timer

Version:4.9; icon:Spell_Shadow_ManaBurn; buffname:Clearcasting; customname:16870; alpha:1; isResting:0; inVehicle:0; customtex:true; combat:true; size:0.15; y:-160; texmode:2; ismounted:0; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER; timer.Transparent:true

Tree of Life Timer - (Credit to Keeva at TreeBarkJacket for the base for this aura, from her Power Aura Exports post.)

Version:4.9; b:0.9765; icon:Ability_Druid_TreeofLife; buffname:Tree of Life; r:0.9922; customname:33891; alpha:0.2; isResting:0; inVehicle:0; exact:true; spec1:false; customtex:true; combat:true; size:0.15; y:-115; ismounted:0; anim2:1; finish:0; timer.h:2; timer.Texture:WhiteRabbit; timer.enabled:true; timer.cents:false; timer.Relative:CENTER

Power Torrent proc

Version:4.9; icon:Ability_Paladin_SacredCleansing; buffname:Power Torrent; texture:172; alpha:0.7; isResting:0; inVehicle:0; spec1:false; combat:true; size:0.49; y:-50; ismounted:0


Feral Power Auras
Tiger's Fury cooldown

Version:4.9; icon:Ability_Mount_JungleTiger; buffname:Tiger's Fury; x:-45; customname:5217; bufftype:15; alpha:1; isResting:0; inVehicle:0; spec2:false; customtex:true; combat:true; size:0.15; y:-160; texmode:2; ismounted:0

Berserk cooldown

Version:4.9; icon:Ability_Druid_Berserk; buffname:Berserk; x:45; customname:50334; bufftype:15; alpha:1; isResting:0; inVehicle:0; spec2:false; customtex:true; combat:true; size:0.15; y:-160; texmode:2; ismounted:0

Predator's Swiftness proc

Version:4.5; b:0.0588; g:0.0235; icon:Ability_Hunter_Pet_Cat; buffname:Predator's Swiftness; alpha:1; isResting:0; sound:11; wowtex:true; combat:true; size:0.75


You will likely need to do at least some minor tweaking to these Power Auras even if you don't want to adjust the size/positioning/etc. The biggest thing to note is these Power Auras are customised to my spec - the Resto ones only trigger for my Resto spec, which is my second spec. If you bring up the edit option, you will see the following:


This is the edit window for the Wild Growth cooldown. This one is set to trigger only when in combat. You can see at the bottom of the edit window that the box next to 'Spec 2' is ticked - this means this will only work in my secondary spec. If Resto is your main spec, simply tick Spec 1 instead of Spec 2 (or tick both if you have two Resto specs), and so on as needed for the other codes.

If you already have some Power Auras set up, it's a good idea to back up your current PowerAuras so that you don't lose any of your own settings. To do so, simply type /powa to bring up the PowA window and click 'Export Set'. Simply copy/paste the code into a text file and save it to your computer. Should you lose your Auras, you will be able to hit 'Import Set' and paste that saved text file in to get them all back.

Tuesday, 25 January 2011

Slayer of Stupid, Incompetent, and Disappointing Minions!

A quick update; we got Heroic Maloriak down last night, and I was actually recording for once so I have a video of our first kill!


Video: Our Heroic Maloriak 25 man kill.

Despite taking ages to upload and being recorded in 1080 HD it for some reason is only showing up in 720 HD on youtube, so I'll have a poke at that later after raid time to figure out why that is. A bit annoyed at that and hoping it won't be too difficult to amend, as I've been trying to improve the picture and overall video qualities as I do each one. Added a little intro lead-in for the site, will be playing some more with those sorts of things as I go as well. Also, if anyone has recommendations for new music to check out, always interested to hear some new stuff! The videos so far have some similar soundtracks, though I do have some very different music in mind for an upcoming vid (ideally a Conclave vid if I can get one recorded).

The Heroic Maloriak fight is quite a good one, with the primary difference from normal mode being an additional phase in which Nefarian adds Dark Magic to Maloriak's cauldron. You can see in the video that this results in a lot of additional adds (the dark swills), dark patches on the ground which deal a lot of damage if you stand in it, and a debuff cast on the tank called 'Engulfing Darkness'.

The Engulfing Darkness debuff is very important as it reduces all healing taken by 99%. You can see in the video I have Maloriak focussed to watch his cast bar and have the debuff icon appearing on my Vuhdo - it's a 3 second cast with an 8 second channel applied on the tank (and any who happen to get in front of him) which applies the debuff. It's very important that the tank is healed to full in those few seconds before the debuff is reapplied and any necessary cooldowns used by/on the tank as needed, as healing will be ineffective while the cast is channelled.

I'll be trying to get a full raid guide up for Maloriak soon to go with the video, including some more information on the heroic mode abilities. I've also had some questions about my UI so I'll see about doing an updated UI post as well.

One of the most fun things about the Maloriak hardmode is you receive the following awesome (yet sadly  temporary) title:

You also get a fun debuff:

Unfortunately, both disappear when you die (including if you die during the encounter itself), so more incentive to stay out of bad stuff and remain alive!

We all quickly lost our titles though as our raid leaders forgot to set the instance back to Normal mode. We were a few minutes into Nefarian when we suddenly realised 'hm... why are people getting mind controlled?.. OMG IT'S STILL ON HEROIC!!' One day no one will realise it when that happens and maybe we'll end up with an accidental heroic win.

More to come soon!

Monday, 24 January 2011

Heroic Chimaeron Video + Raid Guide Update!

I recorded a video of our Heroic Chimaeron 25 kill last night! Working on improving the videos as I go, I'd still like to up the sharpness some more, though you can still watch this and the Omnotron kill in HD. I had a comment on my Omnotron video to see my cursor during a fight so you can see a bit more what I'm doing, so I tried that out for this video. My primary focus on this fight is on tank healing.



I have also updated the Raid Encounter Guide for Chimaeron with information on the Heroic version of the fight, including the Heroic mode abilities and additional tanking and healing suggestions.

You can see the updated guide here: Raid Encounter Guide - Chimaeron.

In other amusing news, there is no running from the trash in Blackwing Descent - they've learned to use the lifts!

This gives whole new meaning to deaths to the lift-boss! A guildie aptly described these drakes as like velociraptors, learning to use lifts, they'll be learning how to open doors next... Run while you still can!