Apr 25th 2008 9:37AM Raid healing on my shaman and sticking religiously to my healing assignments, I'm never outside of the five second rule. Heck, it's hard to find two and a half seconds in a row in which I'm not casting.
The only fights on which I can realistically think of getting any spirit based regen are fights where all the direct damage is on the tank with no AoE to speak of. And if that is the case, I don't NEED any spirit based regen, I'm not going to go OOM.
Shaman healing gear is mp5 centric. They're designed to be able to spam chain heal for the entirety of a 5-10 minute raid boss fight and not oom. They have no talents to regen mana through spirit while not casting, so spirit doesn't do them any good.
Apr 10th 2008 4:20PM They made a post about this, apparently the only melee on when they were putting the raid together was a single rogue, so they ran it with 10 healers and no melee group, an admittedly silly group composition.
Mar 8th 2008 11:59PM I can see how completely glossing over a spec and then giving a factually incorrect appraisal of prot pallies makes a good article.
No, really, it's just fantastic.
Feb 29th 2008 2:30PM A lot of people make the mistake of acting like what makes Mortal Strike so good is the healing debuff. I'm not gonna say that that's not a part --it is-- but that's not really the big deal. The big deal about MS is that it's an instant attack for a massive 2-hander wielding warrior.
FT for shamans is actually much more analagous to wounding poison for rogues. It's a weapon imbue, it lands on hit, and you have to choose it over other options that provide more dps. The difference is that windfury is a much larger part of shaman dps than poisions are of rogue dps. So it makes sense, since poisons are baseline, for this to be baseline and arguably better, because you're using it instead of windfury weapon which is a big drop in dps.
Jan 14th 2008 11:59AM Increase the duration of totems substantially. We're talking well beyond the duration of the longest fights. Maybe 30 mins. Then, provide a spell that moves all your active totems to your current location. Increase totem mana costs accordingly, and apply a mana cost to the recall ability.
Other key fixes would be a (preferably unique in flavour) way for enhance to close the cap, and a bit more variety as far as abilities for our dps trees go. Elemental needs another nuke, they don't even have a spell rotation, the just have lightning bolt. Make this out of the nature tree so we don't get raped by spell lockout. Enhance needs more than 2 buttons to press. A threat reducing air shock similar to feint would make shock rotations a bit more interesting, I suppose.