Apr 7th 2011 11:52AM This might be larger than a Queue blurb but...
In the recent wowinsider podcast, when discussing / laughing about the April Fools patch notes, specifically the Shaman "A healing tree has been added for Shaman" comment, everyone broke out laughing and someone commented on the miserable state of Resto Shaman in 10M raids. As a resto shaman (who raids 10m), I was wondering if there really is an ongoing perception that shaman heals are underpowered. I'm well aware of the recent buffs and the coming defensive cooldown in the form of Spirit Link Totem...but is it enough? Does blizzard's own joke indicate that shaman heals still need more oomf? Is our toolset basically a little broken (10M shaman vs. 25M shaman use almost mutually exclusive spell emphasis)? Also, when can I get resto shaman mastery scrapped and completely reworked? :)
Feb 22nd 2011 3:33PM I mentally toyed with the idea of:
Ignites your existing earth shield charges to empower their healing and response speed. Heals the target for per charge and has no (or small?) internal cooldown. Lasts for 8 seconds.
I thought something like this would stay within our canon, and utilize an existing tank-healing mechanism. It would not be a cure-all button for any raid member since you'd need to have earth shield on the target...unless they wanted to make it a new shield that could not co-exist with earth shield. Cast Flame Shield on Target B and Earth Shield is removed from Target A...after 8 seconds, Target B is left with normal Earth Shield.
This is probably a tough one since, in theory, the target could get hit enough to burn through the charges prior to whatever you're really preparing for...hence burning the shield on over-heals. I like the concept though. The blizzard wizards can work out the specifics :)
Feb 10th 2011 9:11AM OMG, if it works well i'd consider buying an iPad just for this reason...my iphone would be a tad tiny for it :) WoW when camping FTW.
Jan 14th 2011 9:36AM "Restoration shaman have had their Greater Healing Wave nerfed both in cost and in potency."
Cost is up 10% (nerf) but potency is up 20% (buff). Correct? I believe those were the numbers from the last patch notes I read. They're buffing the output (and increasing the cost) of Greater Healing Wave to differ it more from Healing Surge. It's currently a bit of a wash so folks tend to go with the faster spell.
Feb 29th 2008 8:15AM Heck yeah! I get a sick thrill out of taking my epic kitted 70 mage through low instances to both help guildies/friends and also for profit. Sometimes I get twinks who want to farm all the blackened defias gear so they pay me by the deadmines run. At like 18 minutes a pop for a gp or two a piece, I'm better off running dailies in terms of gold/hour, but where's the fun in that?? So yeah (A) I enjoy it and (B) I typically won't turn down some currency if it's someone I don't know.
As for the ethics of it, I think it's a great way for folks to flex their muscles and get revenge on places of old. From the lowbie's PoV, I hope at some point, on some character, they did it for real. I still remember my first Deadmines run shortly after launch...wiping on the docks a couple times, laughing with my teammates about the Goonies-ness of the final room. If someone is buying a merc for their first time through, that's a mistake.