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4.3 New Divine Aegis Bubble?

Posted by Malevica on October - 17 - 2011

Edit: I’ve now done more detailed comparison of the new and old DA bubbles.

The PTR now has different graphic for Divine Aegis:

Divine Aegis bubble, looking just like it used to before it was changed

Look familiar?


(The video’s probably overkill, I’m just messing with screen capture and Youtube).

It looks remarkably similar to the old DA animation (I can’t be 100% sure it’s the same, but it looks like it), so this might be another placeholder or even an unintended reversion, so the usual PTR this-is-not-final warnings apply. I should note, for those paying attention, that this DA looks exactly the same whether it’s from “normal” DA procs from crits and those from PoH casts.

If this is final, then I’ll be honest and say I had hoped for something cooler to justify the removal of the graphic for an entire patch cycle. Then again, the reason given for removing the graphic was that it was too visually intensive, especially with PoH proccing bubbles left, right and centre, so maybe they’ve simplified something about it that’s not obvious at first glance to make it more acceptable again. Time to scour the interwebs looking for old videos to compare it to…

Or, as I say, this might just be an accidental reversion because someone over at Blizzard copied the old Doodad_Divine_Aegis_Soap_Bubble file into the Priest Effects folder (I’m not a game developer, but I’m sure that’s basically how things work…), in which case we may yet see another version in the coming weeks.

I still have hope that they might surprise us and change it again to be something entirely new, but at the very least it’s nice to have something other than the PW:S graphic.

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Heroic Firelands

Posted by Malevica on October - 8 - 2011

Assuming you’ve not been living under a rock, you’ll be aware that just under three weeks ago the Firelands was hit with some pretty chunky nerfs, with 15% and 25% decreases in damage and health combined with reductions in the danger of some of the trickier mechanics (Alysrazor’s Tornadoes, for example).

My Context

How you feel about the nerfs is going to depend very strongly on your situation, so before I go and give my opinion I’ll explain where I’m coming from.

My guild had been pushing pretty hard, since forming up at the beginning of September, to work our way through the content and we were starting on Ragnaros when the announcement was made that we’d have a final week to down him “properly” before the nerfs arrived. We duly took him down on the Sunday night, and I have to tell you it was a big relief to all of us. You could feel the pressure on the raid to get it done and get it done quickly, before it wouldn’t feel like something to be proud of any more.

In the 8 raid nights we’ve had since the nerfs we’ve gone from 0/7 to 6/7 heroic bosses killed. Majordomo took a meagre 5 attempts, Baleroc took two. The rest took around a dozen pulls each to get down. Whew!

Now, and this is important, let me not take anything away from the team here. I’m not saying this isn’t an achievement to be proud of, because these fights aren’t (generally) a walkover and there have been some strong performances, some extremely quick learning, and good teamwork on show. And there are plenty of teams that haven’t progressed this much even post-nerf, we’ve leap-frogged several on our server. So I’ll say a huge congratulations to everyone involved.

However…

My Sense of Achievement

When I’ve thought in the past about what makes a kill worthwhile for me, and therefore what makes me really value my achievements while raiding, I always put it down to the feeling of progressively learning to overcome a challenge, where that learning might be personal or collective.
For example, maybe I learned how to squeeze out a bit more healing to get the raid through a healing-intense period, or the healing team nailed our cooldown usage, or the raid’s positioning was spot on and no one got hit by the bad, or perhaps we finally beat that pesky enrage timer. Whatever the trick might have been, we started off not able to beat the boss, and ended up in triumph.

That could obviously account for being underwhelmed by heroic Baleroc who was more or less a push-over, but we spent a dozen or more attempts downing Shannox, Beth’tilac and Alysrazor and there was undoubtedly some progression involved there. So there must be something else that contributes to my sense of achievement that’s not been stimulated by the more recent boss kills.

Well, I’ve done some thinking, and I’ve come up with two prime candidates:

My Elitism

I’ll say it, I’m an elitist. I’ll also explain what I mean by that: I’m okay with the idea of content that’s graded and graded such that most people won’t see everything (myself included). People find their level and raid the content that works for them.

Myself, I want to be able to look at my raid achievements pane, or my titles, or WoWProgress and compare myself (or my guild) to others. I’ll be honest and say that I enjoy seeing which progression percentile I’m in, and how many people haven’t managed to see and do what I’ve seen and done. It makes me feel good, and I doubt I’m alone in that.

That “elitism” is a strong driver for me to put the time and effort into raiding, both inside and outside the game, even when it’s hard work. But when I look at WoWProgress and see an extremely flat field, with 10 guilds currently at 6/7 heroic and probably more to join us shortly, that ability to rank myself is diminished and with it some of my sense of accomplishment. By contrast, before the nerfs the half-dozen or so guilds raiding heroic content were pretty well spread out between 1/7 and 6/7.

We have been jumping up the rankings this last fortnight as we took down bosses so I have enjoyed a little of that feeling, but very quickly we’ve found ourselves just one of the pack again.

Which leads me on to the other factor:

My Pacing

This is the big one, I think: time.

I’m talking about the time it takes to down a new boss. It’s so quick that there’s just no real need for the poring over of logs or the researching of strategies or the discussion on guild forums. And I enjoy all that stuff!

I’m also talking about the time it takes us to acquire new gear and progress our characters. Like it or not WoW is a loot- and gear-centred game, but the speed at which we’ve taken down new bosses means we’ve had no sense of that progression. Whatever gear we started heroics with would probably have been enough, it’s just about getting the hang of the execution.
What I realise is that I actually enjoy seeing bosses get noticeably easier as we gear up, but I find that that once a boss is sufficiently easy to defeat the gear ceases to make much of a difference to the challenge, and so that point of reference is lost to me.

And I’m talking about the time we get to actually enjoy a new kill. It’s nice to get a new boss down and then enjoy basking in that feeling for a few days. Getting another new boss down an hour later has robbed me of the pleasure of savouring the first kill for more than that hour.

And finally I’m talking about the simple fact that time translates to effort, and that the more effort we put into something, the better we feel when it’s successfully completed. Simple, but true nonetheless.

My Conclusion

As I said right at the start, this is all a matter of perspective. I’m an individual, with a particular set of values and motivations. I’m also in a particular guild with a particular average skill level and particular progression.

For me in the position I’m in now, the nerfs sucked. Having worked our way through the not-especially-challenging normal-mode bosses, we were just about to deal with Ragnaros so we could start really testing our mettle against the heroic modes. What actually happened was that those promised heroic modes provided little challenge, so instead of a series of challenges we’re effectively left with just one, heroic Ragnaros. Maybe this is how Paragon feel every patch?

On the other hand, there is now a good spread of guilds between 5/7 heroic and 7/7 normal, so for those guilds the nerfs might well have been pretty sweet. And amongst the teams who were struggling with some of the normal modes, there might well be some happy faces there too as they can move beyond the two or three bosses and see some new content. I don’t know though, I’m not them.

Perhaps the Raid Finder will solve this problem. Move the “everyone should get to see the end boss, at least in some form” into the LFR mode, and you effectively have a third difficulty level to play with: Heroics for the Royalty and Aristocracy to complete or work through respectively, normals for the Gentry and Bourgeoisie to complete or work through respectively, and LFR for those without the time, skills or structure (and I’m not saying those are linked in any way) to handle the medium difficulty level. And alts. Lots of alts.

Or, and this is far more likely, it’ll just mean the problematic cases are moved to somewhere else on the spectrum, and they can moan about the state of the raiding game instead!

Also, I’ve been watching way too much Scrubs 😉

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4.3 and the Disc Priest

Posted by Malevica on September - 29 - 2011

Edit: Updated for the changes announced September 29th, about an hour before this went up. Typical…

The last couple of days saw not only the announcement of the much-anticipated (at least around here) Tier 13 Priest gear and set bonuses, but also the more widely anticipated 4.3 PTR patch notes.

So, what’s in store?

The New Outfit

Also available in tasteful blue or red, depending on your raiding tier of choice.

After my initial “WTF!” reaction, I sat and looked at the set for a while and it really grew on me. There’s definitely something Priestly about it, but not the gentle, friendly image of a Priest but instead has us putting our serious face on (literally), filling ourselves with smouldering, barely-restrained power of the Light and getting prepared for the grave business of taking on Deathwing.

How badass it’ll manage to look on a gnome though is anyone’s guess…

Set Bonuses

First, the bonuses themselves:

Healer, 2P — After using Power Infusion or Divine Hymn, the mana cost of your healing spells is reduced by 25% for [10|15 23] sec. (10 sec for Discipline, 15 23 for non-Discipline.)

Healer, 4P — Your Power Word: Shield has a 10% chance to absorb 100% additional damage and increase the mana granted by Rapture by 100%, and the cooldown duration of your Holy Word abilities is decreased increased by 20%.

Source | Changes from the first iteration of the bonuses are crossed out or in bold.

Before we delve in, a public health notice: these are very early ideas, are almost certain to be changed (as indeed it has already), and so on, you know the rest. I don’t usually like dissecting such early information, but it can be interesting to see where the developers’ thinking is on the subject.

So, let’s take a look.

The 2-piece bonus is still a head-scratcher at first glance. It’s been pointed out on EJ and elsewhere that this presents Disc Priests with something of a question: should we be casting Power Infusion on cooldown just for the mana reduction, or should we be saving it for when we actually need the throughput. PI has a split personality already, with the throughput and mana saving components. I find myself mostly using it as a throughput cooldown, popping it when I shift to the AoE-heavy part of a fight; I benefit from the mana reduction too of course, since PoH and PW:S aren’t exactly cheap, but the driver for its use is throughput, not mana.

If you really want to theorycraft the bonus you have to consider each fight, the circumstances in which you might want to use PI as a throughput cooldown and consider the opportunity cost (in mana) of keeping it off cooldown for special occasions rather than auto-casting it; that difference changes the on-paper value of the set bonus. I doubt you’ll decide to skip the bonus in favour of off-set gear because of it, but I do expect the numbers to go up a bit following real-world testing, to give a higher actual-fight MP5 equivalent.

Of course, those high-throughput moments are precisely when I’m likely to be hitting my expensive spells, so in that sense the bonus has some logic to it, it should help me get the best value from it. The Holy bonus doesn’t seem to have the same logic though; Lightwell isn’t really something you save for a sticky moment, I’d have thought you’d use it more or less on cooldown anyway. I can’t think of a better choice of spell off the top of my head though. Lightwell has now been changed to Divine Hymn, which is a better choice – a spell associated with a high-throughput moment where you will be casting big, expensive spells.

The 4-piece bonus for Discipline is, for me, uninspiring really. Every 10 times you cast PW:S (on average), it’ll absorb twice as much and give a double-sized Rapture proc. Now this in itself is a decent bonus: even raid-healing Disc Priests bubble someone at least every 12-15s for Rapture, so as long as you’re using PW:S regularly (probably on a tank to make sure it’s used) you should get the benefit. This may slightly penalise the use of PW:S as a pure raid-healing spell though, because a larger bubble is less likely to be totally consumed and possibly end up preventing what might otherwise have turned into a Rapture proc. Raid healers might think twice depending on their typical usage of PW:S, but for tank-healing it’s a solid bonus.

My problem is that in essence it’s a slightly unreliable but passive throughput and regen boost. I don’t object to fire-and-forget boosts, that’s what my Cauterising Flame is after all, but they don’t excite me much when I can’t see them except on the meters.

Aesthetics aside it’s a good bonus for a tank healer, and it’d be decent even for a raid healer because PW:S is fairly sparsely used anyway I’d just hoped for something a bit more fun.The 2-piece seems designed either to take advantage of or to encourage a more frequent use of Power Infusion and Divine Hymn, while the 4-piece is a simple output and regen boost as long as you use PW:S regularly.

(Incidentally, having got my 4-piece last week I had enormous fun freaking my tanks out on our next week’s Rag attempts by putting fiery circles near their feet. I’m not sure who thought of the bonus animation, but they have a wicked streak!)

The Patch

As usual, very little for Priests in the patch notes, although what there is is definitely worth a look:

Divine Hymn now affects 5 targets, up from 3.

Discipline
Atonement will now account for the target enemy’s combat reach when calculating proper range, enabling it to be used on large creatures such as Ragnaros and Ala’kir.
Divine Aegis has a new spell effect.

Holy
Spirit of Redemption has been rebuilt to address a few functionality issues and make it more responsive. Spirit of Redemption otherwise remains unchanged.
State of Mind has been redesigned and is now called Heavenly Voice. Heavenly Voice increases the healing done by Divine Hymn by 50/100%, and reduces the cooldown of Divine Hymn by 2.5/5 minutes.

Glyphs
Glyph of Circle of Healing now also increases the mana cost of Circle of Healing by 20%.

Source

For Disc, the big change of course is the new Divine Aegis bubble!

Ahem. Yes, unfortunately when I logged into the PTR client today it looked exactly the same as the PW:S graphic still. I’ll keep you posted if it changes though.

OK, more seriously, the Atonement change. Finally, two tiers later, Atonement works off the boss’s hitbox rather than the boss’s centre. I presume there must have been something big and scary and technical preventing this change from making it in earlier, or perhaps Ragnaros brought it to a head in a way that Al’Akir didn’t manage to. Anyway, good news.

Finally, a small buff to Divine Hymn for all Priests, with it healing 5 targets rather than 3. That should help its throughput for both specs, although Holy gets a much improved version as their new raid cooldown: double the healing and a 3-minute cooldown means Holy has its own Tranquility to play with. Now my initial reaction was (of course) to get all angsty and bitter, but actually there have been several fights where I’ve felt I could have been more comfortable as Holy but ended up muddling through as Disc because of the combination of PW:Barrier and an AoE phase. Now that Holy gets a powerful raid cooldown of its own the dual-spec option opens right back up again, and that can only be a good thing for the class. It’s no nerf to Disc, just a rebalancing of the specs in the sorts of bursty fights where Disc currently dominates because of a single spell. GC agrees.

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Priest Class Feedback

Posted by Malevica on September - 20 - 2011

Blizzard recently put out a call to the community for feedback on the classes, presumably with a view towards setting the direction for the next expansion and beyond.

There have been some great posts already for the Priest class, and the one thing that’s struck me from reading the posts from healers of all stripes is just how much of a range of opinion there is out there. In this spirit, here’s my two penn’orth!

What type of content do you focus on? [PvE/PvP/Both]

PvE, very strongly. I might wander into AV from time to time, but that’s really it for PvP.

If PvE, what type of PvE? [Heroics/Raids/Other]

Raids primarily. I’m not in server-first guilds, but I’ve generally worked my way through heroic modes to some extent.

If PvP, what type of PvP? [Arenas, BGs, Rated BGs]

N/A

What are your biggest quality-of-life issues? For instance, no longer requiring ammo could be considered a quality-of-life improvement for hunters.

The 30-yard range on our Holy spells (HF, Smite, Penance). It just seems a bit outmoded now, especially given that the Atonement spec exists and those aren’t spells we only use while soloing.

The other big thing that would make my life easier is better damage when soloing, or not giving mobs ever-increasing health pools. I don’t have a third spec for Shadow, nor do I particularly want to spec that way. It’s way better than it was in the TBC days, but places like the underground areas in Tol Barad with high HP mobs and very fast respawn meant I was almost unable to get out of combat down there.

Otherwise it’s little things like a crafted wand to go with every other class’s crafted relics (although the VP wand meant that wasn’t so much of a problem in T12, so perhaps T11 was an oversight).

Oh, final one: please can we have more undead mobs to CC? Not vital ones in boss encounters, I understand about bring the player not the class and all that, but putting an undead or two in trash packs would give us some reason to use Shackle again. You could make me extra happy by making the Glyph of Divine Accuracy affect Shackle too.

What makes playing your class more fun?

For me it’s really about shifting gears and making us use more of our abilities. Doing the same thing all fight can be dull, but a fight or raid where you can be on tanks for a while, then on the raid for a while, and then on quick triage for another period keeps me engaged. Priests have a lot of versatility and we make excellent “float” healers, it always feels good to feel like we’re using that skill set.

That versatility extends to gear as well. I feel that of all the classes we have the least constraints on stat choices. On the one hand it’s been weird in this expansion not to be stacking one stat exclusively, it’s made gearing a bit more complicated, but on the other hand it’s been really good to be able to pick and choose gear based on the fights to increase performance for a given situation, rather than having it pre-determined for everything.

We also have good utility, with tank cooldowns in both specs, and Discipline having an additional raid cooldown and Power Infusion to play with. I play to help the team, so having special moves to make the most of really works for me.

I like playing Discipline specifically because it feels more proactive than something like a Paladin or Shaman (I may be grossly misjudging these classes!); it feels like more of a cerebral challenge to predict where you’ll be needed and get prevention in place, rather than reacting quickly after the fact. You need both styles within a raid, and I like the interplay between them.
(On that subject I like the control that party-based PoH gives for proactive damage prevention, and I hope that doesn’t go down the smart-heal road).

What makes playing your class less fun?

Fights like Ragnaros where the mechanics prevent Atonement from working (the tanks can’t be within 15 yards of Rag without being in the lava) are a disappointment for me. Atonement isn’t always appropriate, but I do feel that it should be up to us to decide that or find it out.

Something else that makes playing a Priest less fun is Divine Hymn having an 8-minute cooldown and feeling relatively weak, especially when compared to Druids using Tranquility every 3 minutes and hitting more targets for about the same each. I appreciate that Druids don’t have any other raid cooldown so I can see why Tranq is where it is, but that doesn’t stop DH from feeling underpowered all the same when it is (inevitably) compared side-by-side, or even compared against just throwing Flash Heals out there. The +10% healing buff is nice though and can be used to good effect.

I suppose the other thing that bothers me is the lack of Minor Glyph options for me. As a raider my Shadow Protection doesn’t tend to run out (and it’s not a big deal if it does), so my third Minor tends to be Shadowfiend, which just doesn’t seem to every get used. Perhaps there’s room for more fun options like model changes for the Shadowfiend, tweaking the Archangel wings, or more practical ones like reducing the mana cost of Shadow Protection as well.

How do you feel about your “rotation”? (Rotation is the accepted order in which abilities are used to maximum efficiency.)

I think that Priests are in a pretty good place. We have a tool for most situations, and we don’t have too fixed a rotation to obsess over although we can settle into something approaching a rotation when we need a chance to think.

I like the interplay with Strength of Soul and direct heals allowing us to use our PW:S more often. Although I do find that the lowered Weakened Soul duration can take a while to reach my end, to the point where I often don’t cast a PW:S after lowering the WS duration to zero because I’ll just be told I can’t do that yet, which negates a lot of the value of the talent in a PW:S, Penance, Heal, Heal, PW:S type rotation. I wonder if it’s possible to fix that at all though, given the client-server nature of the game.

I’m glad there’s not much in the way of procs to watch out for, at least for Discipline, which allows me to prepare and think about my next move instead of switching around to react to some thing new, or generally having my flow interrupted.

What’s on your wish list for your class?

Really the things mentioned above. I don’t feel we’re really missing anything in particular because we have such strong versatility, it’s more a matter of tweaking what we have.

My top priorities would probably be, in no particular order:

  • More damage or less tank-like mobs to help the soloing/daily-completing process without requiring a respec to Shadow
  • Longer range on Smite and Holy Fire (and Penance if possible) and no more bosses that render Atonement more or less automatically ineffective due to range.
  • Something to make Divine Hymn feel like it packs a bit more of a punch when used in a tight spot
  • Something to Shackle every now and then!

What spells do you use the least?

From my healing toolbox, Renew, probably. It just doesn’t compare favourably enough in HPM terms to the alternatives, even compared to Flash Heal (Renew: 7304 HPCast, 3.09 HPM; FH: 11627 HPS, 2.78 HPM in my gear), to make it a go-to spell for Discipline, and there aren’t enough talents points spare to buff it enough to make it worthwhile. I’d use it more as a tank heal if it could auto-refresh like Chakra: Serenity makes it do for Holy.

Other than that, Mind Control, Mind Vision, Mind Soothe and Fear Ward. These are all situational. Fear Ward hasn’t been much use lately because of a lack of fearing mechanics on bosses, which might be something to pass to the designers to look into. I really do love the quirky functionality of Mind Vision and Mind Soothe though, they’re just not especially raid-relevant, although I did read a suggestion elsewhere to add an enrage dispel to Mind Soothe which I thought was a great idea, assuming there’s a need or desire to spread that around any more.

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The Value of Commenters

Posted by Malevica on September - 14 - 2011

Someone is wrong on the internet!

A thought occurred to me this evening while responding to comments on my gimmicks post: I write some of my best material in comments, rather in the posts themselves.

It seems odd to me. I mean, I typically draft and redraft posts, sit on them for days, remove great swathes and so on, all with the aim of hitting “Publish” on a piece of (hopefully) well-formed and well-reasoned prose. When replying to comments, on the other hand, I tend to let my thoughts flow more freely and don’t usually spend too much time on editing.

I think the reason why I personally feel I write better in comments is that I’m responding to something specific, which focuses my mind and forces me to really examine my thoughts and opinions in one particular light. When I’m writing the initial post I can find myself trying to corral multiple thoughts on a given subject down into some sort of coherent whole, sometimes in quite a short space of time, and sometimes there are inconsistencies and things I’m not 100% settled on that make it through.

Commenters are very good at spotting those, as well as throwing new thoughts into the mix that help crystallise things for me. Comments can make you ask “Did I mean to say that?”‘ or “How could I express that more clearly?”, as well as thinking “I really hadn’t considered that side of it before”. All of which makes for a better blogger.

Anyway, this is all a roundabout way of saying to blog readers that their comments are extremely valued, much appreciated and a hugely important part of the process, and to bloggers to embrace the dialogue that you can have with commenters even if they don’t share your point of view.

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