May 29th 2008 4:58PM Knock off the elitism, it doesn't help the discussion.
May 26th 2008 10:06PM I've seen only a few substantial posts about restoration shamans, so I'll add a few things here.
- Chain Heal: the only thing consistently mentioned. Yes, it will make you a god in Alterac Valley and in raids, especially when there are a lot of melee types. It is an incredibly mana efficient heal for larger groups, and will often catapult you to the top of the meters, if that's your thing.
- Earth Shield: Every time the target gets hit, it heals them. Each heal has a chance of critting. All of the threat generated by this healing goes to the target, and not the shaman, so it's a great way to help a tank keep threat and to protect someone from incidental hits long enough for you to get a heal off. On meters, this healing will show up under the target, not under your name.
- Downranked heal with Ancestral Fortitude: there is a talent that will apply a short term buff to your target that increases their armor by 25% when you crit a heal on them. When you heal a mage, this does nothing. When you heal a tank, you've sent them from 12,000 armor to 16,000 armor, and due to the super cheap cost of the rank 1 spell, you can keep this buff on the tank indefinitely. Mana regens faster than you can spend it doing this.
- Mail armor: obviously this doesn't make or break it, but it doesn't hurt to be able to use a shield and take a few more hits than the clothy.
- Totems: hard to get used to, and near impossible to manage without good organization (there are 25 different totems), but can provide fantastic buffs to your group. Some effects of interest to a healing/caster group: mana regeneration, +100 to healing and spell damage, anti-fear totems, and a mana tide totem which is essentially like a free mana potion to your entire group.
- Outside of Nature's Swiftness, you have no instant heals, and no heal-over-time's. If there are big, big spikes going on, sometimes it's hard to get that heal off in time, whereas a priest could shield the target, or a pally could stun the aggressor, to buy themselves time to heal.
- Low mana efficiency: As a shaman, where other classes are balancing their +heal with int and spirit, you are balancing yours with all that and MP/5 (mana regen). Outside of Chain Heal, shaman heals are not mana efficient and a shaman must work harder to have a higher pool of mana than a priest will. Totems will help, but you *will* be drinking mana potions far, far more often than that druid tree walking around near you.
- No outside threat management except for a tranquility totem, which is generally not the most valuable totem you could be using. If you get aggro, better hope someone gets it off you fast, because there is nothing you can do to drop it outside of popping some trinkets.
- I think I would have chosen a druid, if I knew from the start I was going to play a healer, but that has more to do with play style than anything else. Shamans are versatile in groups, and because many players do not understand the class, you can be flexible in your role without griping from other players who expect you to do one thing or another.
May 26th 2008 9:41PM Prayer of Mending, just like a Shaman's Earth Shield, DOES register on the healing meters - it just registers under the target, rather than the priest.
This, while making total healing hard to calculate (not impossible, just difficult), has the added side effect of attributing the *threat* from that healing to the target as well.
Shamans and priests help the tanks keep aggro with those spells in a more direct way than HoT's do.
May 26th 2008 9:24PM Definitely agree to that. Shaman healing really shines in huge melees, like Alterac Valley, or in raids. It can be strained from time to time in five-man instances, because we have no heal-over-times.
He's right though that shaman healing can get boring if you *aren't* around large groups, and sometimes you'll need to convince a group that shamans can indeed heal. Although I ended up with a shaman healer, had I decided to heal from the very beginning I would have rolled a druid.
May 26th 2008 7:54PM @Quinto:
Carbonite, amongst other things, keeps a zoomable world map of any size on your screen, and switches to battleground view when in a BG. It presents the same information the built-in one does, and more (such as time to cap towers etc), and is also zoomable.
For the others with questing mods, it also has a marvelous way of pinpointing every quest without giving you actual coordinates; by highlighting ranges on the map, it actually gives you more precision by being less precise. Yes, I know how that sounds - it's a mod that really needs to be experienced to fully appreciate. I'll never go back to coords and database mods again.
May 26th 2008 6:42PM Some of the comments disregard Scorch, but given that this article specifically applies to raiding, you also have to factor in the extra damage from Scorch being applied to other mages and to warlocks.
Jan 31st 2008 6:24PM We've got a system that seems unusual - a 25+ only guild with a strict PG-13 language policy, or said another way, language must be used in a way that you'd use addressing a respected teacher or family member. When the older player inevitably asks "If we're all 25+, why do we have to be PG-13?", the answer is "Because we're old enough to know better."
For those of us post-college who DON'T enjoy basking in the multitude of cussing and crude humor that passes for brilliant amongst many (not all) college-age "adults", it is a welcome reprieve. Don't like it? Want to cuss and swear? Find another guild, there are many, it's not as if the rule is a secret when you join.
Too many "mature" players see "mature" as a chance to act exactly the opposite. I'd rather play with the kid who takes the garbage out than with the "mature" player who has to say shit in every sentence.