Sparkle Barbie and the Argus Adventures

I’d avoided paying too much attention to information about the patch, not necessarily on purpose but the school holidays and Mr Harpy’s work schedule had me out of routine. I knew Argus was coming and that was that so logging on today and discovering that casting anything turns my serious Priest into Sparkle Princess Barbie came as somewhat of a shock.

It’s a shame she’s missed the Midsummer Fire Festival fire work display because this is a pretty good impression of a Roman Candle.

Turning the graphic settings down to the absolute minimum makes zero difference and I absolutely hate it. Now fair enough, I’m not good with change but I also struggle with flashing lights and motion sickness in a lot of games. Warcraft has been one of the few I can play for long periods of time without feeling an overwhelming desire to vomit everywhere but alas no longer. Dpsing is okay and so is single target healing but Aoe healing (the second screen shot is Prayer of Healing) and using Holy Nova has become a nightmare. Plus so much for being able to sneak around battlegrounds and rely on the fact that roughly half of the randoms in there can’t tell the difference between a fence post and a Holy Priest.

In terms of Argus play so far, Draenei spaceships make me nervous, Turalyon and Alleria make me feel like Mother of the Year (I haven’t “lost” my son for a thousand years yet) and I totally share Illidan’s feelings about destiny. Plus Turalyon comments on the Holy Priest weapon, telling you he’s glad to see it out of the hands of the Legion which given most Npcs completely ignore it gives him bonus points.

I also have a small girl crush on Divinius.

Heroic Efforts, Good Luck Raptors and “that” hit of Adrenaline

Running Black Rook Hold last night I finally figured out what stops me running dungeons like “normal” people. It’s not the healing aspect which is why I can heal in pvp with zero problems (other than I attract Horde like ladybirds to marigolds) and it’s not even the fear of falling to avoid standing in fire during combat. It’s stuff like this:

wowscrnshot_091216_205723

 

Brings me out in a cold sweat every time.

We’re now 5 dungeons down of the 8 available to us. If I had to rank them in order of my favourites it would go something like this:

  • Halls of Valor
  • Maw of Souls
  • Black Rook Hold (too much trash)
  • Eye of Azshara

The scoring criteria takes looks, easiness (for doing with 2 people) and general feel into account.

I can’t really place Darkheart Thicket because I haven’t done it on Normal, just on Heroic. With hindsight, it probably wasn’t the smartest Heroic to pick for running with just two people and it took us a couple of goes to figure out how we would deal with the nightmare/paranoia overlaps on the final boss. A paranoid tank and a silenced healer really doesn’t work well especially when there is only the souvenir raptor left undebuffed.

wowscrnshot_091316_212155

That feeling when the Shade of Xavius finally bit the dust was the same hit of adrenaline I used to get when raiding, that feeling which physically effects you with shaking hands. I could potentially get addicted to it again. I don’t mean raiding per se, but perhaps Karazhan isn’t the impossible dream I thought it was.

Slightly insanely the plan is now to see if we can finish running the other three dungeons we’re missing and before trying to complete everything on Heroic. Then perhaps this weekend actually branch out into playing with player controlled characters rather than just the souvenir raptor (awesome as he is).

Post Patch Positives

And perhaps the odd negative.

First up, I’m “Fabulous”. Who knew I was hoarding that many items of clothing. With the exception of my Shaman, everyone else is hiding shoulders and is likely to be doing so for the foreseeable future. I’ve also found so many things I didn’t know I had like the scythe off Ahune and the Blessed Leggings of Undead Slaying.

The changes to the Toybox have given me lots more bag spaces as well as the Robo-Gnomebulator.

Gnome Hunters…every baby Gnome I encountered at the start zone had a mechanical Bunny in tow.

Snow has decided to go back to her roots. The achievement for Benediction has made her very happy, even to the point that she let Sprout transmogrify Anathema.

WoWScrnShot_072016_130102.jpg

Playing a Holy Priest today though felt a lot less fun than yesterday. Now part of that is definitely the content I’ve been doing, we did heroic UBRS as a Protection Warrior/Holy Priest duo and then did a couple of the Pandaria raids with the same combination. Mana really wasn’t really an issue even when someone pulled all the first packs of UBRS at once (glares in Warrior’s direction) so I had the talent which lets your single target heals refresh renew. That meant for virtually all of it, I had to cast renew once per fight, then flash heals interlaced with smite spam, holy fire off cooldown and loot.

No inept Shadowfiend, no mind sear, no shadow word pain, no power word shield, no fear and no mind vision. I didn’t think I’d miss them but I do. Obviously raid/pvp healing will need more than those 3 spells to sustain a fight but I liked having a tool box bursting at the seams with spells.

The removal of Basil the inept Shadowfiend probably hurts the most. Not because he was needed for damage or mana but because I have fond memories of his ineptness during raids. In an ideal world, we’d get a cosmetic glyph which lets Holy Priests summon an “inept shadowfiend” which would bounce around being useless for 10 seconds on a minute cooldown.

On the plus side, getting Mind Control back gave me a big smile. I never felt I could justify the talent point on something so specific but it’s fun for duoing five mans at the appropriate level and it’s a great source of amusement in PvP.

Finally no more gold missions at the Garrison makes me very happy, okay it essentially paid for my mobile Transmogrification Yak but feeling I’ve escaped them even if it’s temporarily is a wonderful feeling.

A Holy Priest’s Thoughts on the Alpha Information Overload

Having given myself time to take in and digest the Blizzard released and the data mined Holy Priest changes, I have to admit I’m feeling pretty positive about Holy Priests going forward into Draenor. Yes, everything is subject to change but there are some definitely well overdue positive notes in amongst the lists of information released so far.

Changes to Chakra

I think this change is long outstanding but if I’m being honest, I’d argue that it doesn’t go far enough. There is still a penalty for being in the “wrong” chakra, albeit a much reduced one. The addition of the new “perk” will help, after all that’s why I hate switching from my PvP gear to PvE because I miss the reduced cooldown on chakras but if Blizzard want us to be constantly and actively switching depending on the fight, then they need to make that as hassle free as possible. In my ideal world, chakras would lose both the glittery “I’m a Holy Priest, come spank me with your over sized sword” look and ditch the healing increases to single target/aoe at the same time. On that topic, I’d sell someone’s soul for the ability to glyph away from disco lights around my feet, if the Boomkins can do it… why can’t we. What about red, yellow or blue wings depending on your chakra or halos? Something delicate and subtle not smack you in the face and ruin your screenshots brash.

  • Chakra: Serenity now increases healing of single-target spells by 10% (down from 25%).
  • Holy Word: Serenity now heals for 40% more than before.
  • Chakra: Sanctuary now increases healing of area-of-effect spells by 10% (down from 25%).
  • Holy Word: Sanctuary now heals for 60% more than before.
  • Rapid Renewal no longer reduces the global cooldown of Renew.

Quality of Life Changes

  • Prayer of Mending from multiple Priests can now be on the same target, and can be on multiple targets from the same Priest.
  • Angelic Feather, if cast on players, will always prefer the casting priest over others, then pick the player closest to the targeted location. If there are no players where it is targeted, it will still create a feather that can be picked up, as before. Additionally, when collecting multiple feathers, the duration will be extended, instead of replaced.

These two make me oh so happy. I can’t believe it’s taken so long for the former to be added to the game but will make a massive change to any raid with multiple priests.

Changes to capping

  • Halo and Divine Star now follow standard AoE capping rules.

The thought of seeing Divine Star no longer hitting all 40 people awaiting the gates of AV opening makes me slightly sad but I know it’s a needed change.

No Longer Instant Cast

  • Prayer of Mending
  • The level 90 talents, Cascade, Divine Star and Halo.

I can’t say I’m particularly concerned about these particular spells gaining cast times. The first Prayer of Mending tends to go out before combat begins anyway and fitting subsequent ones into a routine shouldn’t prove hard.

Removed Altogether Spells

  • Divine Fury has been removed. (Made obsolete by the removal of hit)
  • Heal although just to confuse things Greater Heal is now going to be known as Heal.
  • Holy Nova (Becoming Disc only)
  • Hymn of Hope – I think we should throw a party for the removal of this one. If Blizzard wanted us standing still whilst we channeled to regain mana, they should have left the five second rule alone.
  • Shadow word Death – becoming available only for Shadow Priests. There was a time when I would have been heartbroken from a PvP perspective but they’ve changed this spell around so much anyway…. plus we might be getting a “glyph” to do much the same thing.
  • Void Shift – I’m a bit surprised at this one only last one expansion but then we already have Guardian Spirit as an “eek” cooldown.
  • Inner Fire – Out of all of these spells, this is the one I’m saddest to see bite the dust. I suspect I know why it’s going but still I almost hope it’s baked into the class. I know there is something fundamentally wrong about cloth wearers having more armour than monks/druids in leather but priests don’t have the same level of mobility and with the cutting back on instant casts it’s all a trade off.
  • Inner Will – Can’t say I used this much once the glow from the first few weeks of Cataclysm receded. 
  • Pys-fiend – This talent is being replaced by Fear which will no longer be baseline. There were some excellent uses for this, namely placing to fear people into the Alterac Valley boss room when they weren’t quite ready but then Spectral Guise and Fear works just as well. Everyone is going to lose some CC and out of that particular tier of talents, this would be my choice to go as it almost mirrors a spell we already have, especially compared to mind control and void tendrils. 

 

New Additions

Glyphs – These are the ones which right now claim to be available for Holy Priests. Again the labeling may change as the testing progresses.

I can’t say I’m squealing with anticipation for any of these but then my love affair with glyphs died ages ago. I keep forgetting to switch them and then bemoaning the fact that I don’t have x or y for a specific activity. For PvP, I do rather like the idea of Shadow Magic assuming it A. makes it to the live game and B. is available for healers.  Redeemer I will be refusing to learn on principle because glyphs to improve my performance once dead offend me by existing.

Level 100 Talents

The first thing I love about the 90 talents is that they’re different depending on your spec. These are the Holy versions.

wordsofmending
clarityofpurpose

savinggrace

I particularly find the idea of the last one interesting, given that it appears to be a trade off. Sure, you’ve got an instant “eek” spell but there are consequences for spamming it. Perhaps rather than reducing the number of instant cast spells, that’s how they should all work, cast too much and suffer for it.

Perks

The datamined lists from both WoWhead and MMO Champion for Holy Perks appear the same. Therefore I can only imagine that Penance is a place holder for Holy. These spells which we’re randomly going to gain on the road to 100 are purely there to boost our existing spells. Out of all these my favourite has to be Enhanced Chakras which personally I feel should be baseline anyway but given that it’s not, I’m glad the current 4 piece PvP bonus is staying on in a renamed fashion. The one aspect of these perks I really don’t like and I know it’s temporary is that we’ll gain them in a random fashion en route to 100.

 

PvP Thoughts

Happy Moments.

  • All players now have a 100% chance to hit, 0% chance to be dodged, 3% chance to be parried, and 0% chance to glance, when fighting creatures up to 3 levels higher (bosses included).

We  might be able to glyph to break certain types of CC.

Concerns

Holy will no longer have any way of stopping multiple enemies from capping flags as Holy Nova won’t be available to the spec and our level 90 talents won’t do damage. Yes, we’ll have fear if we talent for it but that’s got too much of a cooldown to much use.

  • CascadeDivine Star, and Halo no longer heal allies but are instant cast for Shadow Priests, or damage enemies for Discipline or Holy Priests.

General Thoughts

Couple this lot with the changes to Healing in general and yes it’s going to be an interesting road ahead but I don’t see anything here which has me going “What are they thinking?” I know a lot of people are still scarred by those first months of Cataclysm but by the same token, the amount of healing certain abilities and spells were spitting out was ridiculous. Not to mention, even playing as  a Healer, the amount of sheer health certain classes could put whilst running around in circles is frustrating when you’re trying to kill them.

After all, it should be hard to argue with statements like

 We want players to use multi-target heals, but they should only be better than their single-target equivalents when they heal more than two players without any overhealing. This way, players will face an interesting choice between whether to use a single-target heal or a multi-target heal based on the situation.

and

However, we still want healers to think about their mana when deciding which heal to cast, and so the mana costs and throughputs of many spells are being altered to give players a choice between spells with lower throughput and lower cost versus spells with higher throughput and higher costs. 

Whether they’ll manage to balance this across all five healer classes still remains to be seen but mostly I’m pretty positive at this point. Sure it’s impossible to know until we actually start testing but we’ve always survived before.

All information pulled from MMO-Champion, Blizzard and WoWhead.

Stand by Me: Thoughts on Instant Casts in Warlords

If the sky that we look upon
Should tumble and fall
All the mountains should crumble to the sea
I won’t cry, I won’t cry
No, I won’t shed a tear
Just as long as you stand, stand by me

From  the song Stand by Me.

I know Blizzard are going to be posting a blog post about the up coming Healing changes either later today or tomorrow but thought I’d throw in a quick post about potential changes first partly because I drafted it a week ago and also because wild speculation is always fun.

This post was sparked by a comment of Prinnie’s

But now, apparently, the WoD thinking is, “CASTING WHILE MOVING IS BAD.”

which only took firm hold in my head later on when I read this on MMO-Champion.

Raid encounters will have more interesting mechanics for healers, allowing them to avoid the boredom that comes with just spamming the same skill over and over.

I must admit these two so innocent looking sentences when added together have me considering a whole new career as some sort of dpser. For interesting mechanics my mind wanders back to Instructor Razuvious and that sinking feeling I’d get whenever we entered Naxxramas, made ten times worse by the memory of the night where I effectively had to solo tank him due to our other Priest’s mindcontrol deciding not to work whilst our raid was working on Immortality. I think of General Vexaz, a fight I hated as a Holy Priest and who can forget Leotheras the Blind and his inner demons which were a whole lot of pain to kill as healers and of course I think of vehicle fights in general.

Now I’m not denying the days of being able to spam Circle of Healing and win were boring in the extreme but I also don’t know many healers who like having the success or failure of raid depend on their ability to deal with “interesting mechanics”. I know we lost healers in Wrath over mindcontrol and also over tank cooldowns because they couldn’t cope with the fallout of timing it wrong and being yelled at by our angry raid leader, they just wanted to stand at the back and heal.

In a conversation with my Guild Master the other day, the phrase “interesting times” was used  and certainly with every detail which drips out,  it seems accurate in the extreme.

In terms of casting on the move:

Holy Priests

  • Holy word: Chastise or Holy Word: Serenity (depending on Chakra state)
  • Renew
  • Power word: Shield
  • Cascade or Divine Star or Halo (Talents)
  • Prayer of Mending
  • Circle of Healing
  • Power word: Solace
  • Desperate Prayer or Spectral Guise (Talents)
  • Levitate
  • Holy Nova (Glyph)
  • Guardian Spirit
  • Shadowfiend
  • Power Infusion (Talent)
  • Void Tendrils or Pysfiend (Talents)
  • Angelic Feather (Talents)
  • Shadow word: Pain
  • Fear
  • Void Shift
  • Dispel
  • Purify
  • Leap of Faith

That’s 21 abilities that depending on my talents and glyph choices I could cast whilst running for my life. Out of that list, I currently have access to 19 (don’t have angelic feathers or power infusion on my Holy Priest) and 9 of them are ways in which I can increase the health pool of other people. Is that too many? Perhaps, I would definitely see no harm in adding a half second cooldown to the level 90 talents. There is probably room for Prayer of Healing and Circle of Healing to merged in some way, perhaps by making Prayer of Healing smart rather than having the party limitation and adding a small cooldown to stop it being spammed. When you’re AoE healing you are unlikely to being either of the instant cast Chakra power words, so they are fine. Tank cooldowns like Guardian Spirit and Void Shift I feel should be instant cast as they should be reactive not cast at x percentage of the way through the fight. The same is true of Leap of Faith, especially from a PvP perspective. Void tendrils/Pysfiend/Fear don’t really have raid uses and shadow word: pain isn’t likely to kill anyone. Holy Nova is little more than a gimmick, I have it because it’s still useful for finding stealths in PvP as well as stopping people tagging flags.

So in terms of what is useful in healing most aoe raid encounters we’re looking at:

  • Renew
  • Cascade or Divine Star or Halo
  • Prayer of Mending
  • Circle of Healing
  • Guardian Spirit
  • Void Shift
  • Shadowfiend
  • Power Solace if talented but the others require a lot less time management

which is a much shorter instant cast list.

I’m not going to do a comparison for every Healing Class, but thought I’d have a brief look at what’s available to a couple of other classes that I play.

Resto Druid

  • Rejuvation
  • Lifebloom
  • Swiftmend
  • Wild Growth
  • Ysera’s Gift/ Renewal/Cenarion Ward (Talents)
  • Wild Mushrooms
  • Wild Mushroom’s Bloom
  • Moonfire
  • Faerie Fire
  • Barkskin
  • Ironbark
  • Wild Charge
  • Nature’s Swiftness
  • Nature’s Cure
  • Innervate
  • Disorienting Roar/Ursol’s Vortex/Mighty Bash (Talents)
  • Stampeding Roar
  • Force of Nature (if Talented for)
  • Mass Entanglement/Typhoon (Depending on Talent choices)
  • Soothe
  • Nature’s Grasp

I deliberately tried to avoid anything which required cat or bear form but that still left me with 21 instant cast spells from the Druid. Like the Holy Priest a good few of those are utility spells and many match up, for example I suspect shadowfiend is instant cast because innervate always has been. Mass Entanglement too might be further down the tree than Void Tendrils but the two spells are very similar in every way apart from graphics. Of these stampeding roar and nature’s grasp definitely shouldn’t have cast times in my opinion as this negates their purpose, i.e. helping you escape.

Mistweaver Monk

  • Healing Spheres
  • Chi Wave/Zen Sphere (Talents)
  • Renewing Mist
  • Detox
  • Paralysis
  • Nimble Brew
  • Expel Harm
  • Thunder Focus Tea
  • Chi Brew
  • Tiger’s Lust
  • Roll
  • Uplift
  • Revival
  • Dampen Harm/Diffuse Magic
  • Summon Jade Statue
  • Disable
  • Ring of Peace/Charging Ox Wave/Leg Sweep
  • Chi Torpedo/Rushing Jade Wind/Xuen
  • Life Cocoon
  • Zen Flight
  • Blackout Kick
  • Tiger Palm
  • Touch of Death
  • Grapple Weapon
  • Mana Tea (can be glyphed to be instant)

So in the notes on MMO-Champion, I did notice that they’re planning on removing Healing Spheres as an actual spell because:

We’re removing it because of the bad gameplay it provided, despite its power. Healing Sphere was spam clicking on an intended target’s feet, trying to account for their movement and latency, tight hit area.

Which personally I disagree with, never having had issues and would rather be in control of where I place my healing tools so that there is a small chance people other than myself will actually use and benefit from. It would also make the current Proving Grounds somewhat harder for Mistweaver Monks.

I find the fact that Summon Jade Statue is instant cast when Lightwell has a cooldown interesting but mostly these spells fall within definite categories. Each one has a hot of some sort, spells which deal with mana regeneration, i.e. innervate, shadowfiend, power word: solace tend to be either baseline instant cast or have the ability to be modified in that way. All single target dispels are instant too and so are movement modifiers whether that’s clearing snares like Nimble Brew or just increasing speed like Stampeding Roar, Roll or Angelic Feathers.

These lists are actually longer than I expected them to be given these are just abilities you can cast whilst moving and perhaps more importantly, they highlight the fact that too much choice can sometimes be a bad thing, especially when it comes to balance. I’ve been watching a quite a few PvP streams on Twitch lately and whilst you tend not to notice it when you’re the one running around chased by three male Bloodelves all wearing plate, carrying very big swords and spamming /lick macros, one grumpy Orc who can’t stop spitting and a gossip of Goblins, spectating on PvP shows just how much of it is done with instants these days. In fact I suspect that’s the issue, each expansion has seen huge amounts of interrupts and crowd control given to every class and in order to counter that, everyone has been given instants to actually be able to cast something. Pare back the control and there is much less need for instants in any aspect of the game.

Sprout the Brawler

Slightly late to the party but this weekend, Sprout intends taking on all comers in the Brawler’s Guild.

brawlers

My self-imposed challenge however is to do it as Holy or die trying! No doubt the latter will definitely happen more than a few times but I think with a bit of practice some fights at least will be possible and making the attempt is half the fun in it’s self.

So without any further ado, introducing Brawler Sprout!

brawlersprout

Be afraid.

And the Wheel keeps turning: PvP and Chakras

Nothing seems to divide Holy Priests like Chakras. I know people who have quit their Priests all together over them, Priests who have gone Disc or Shadow because of them as well as plenty of Priests who have stuck with Holy but tend to pick their Chakra and stick with it regardless of their circumstances. My focus today is PvP but a lot of what applies here can also be used whilst dungeoning and raiding.

First of all, know your “enemy”!

chakra01

and

chakra02

Now I deliberately didn’t include the third Chakra and the reason for that is simple. Chastise is our default ability if we aren’t in a Chakra at all. So lets say I’m in Serenity and I have been for a while, all I need to do to throw a disorient on that pesky Holy Paladin over there is leave Chakra state, cast Chastise and then re-enter Serenity immediately incurring no real penalty (ok Chastise hits for less but…..).

chastise01

/cancelaura Chakra: Serenity
/cancelaura Chakra: Sanctuary
/cast [target=mouseover, harm, nodead] Holy Word: Chastise; Holy Word: Chastise

You do need to hit the macro twice to get the disorient but it leaves whichever of the two Chakra states you’re in and then will stun either your mouse over target if you have one or your actual target if you don’t. I’d definitely recommend using a macro because in hectic pvp combat the last thing you want to be doing is trying to right click off the right buff whilst the person you want to disorient is trying to smash your face in with an axe.

So with the basics covered, what I do use and why? Well my general rule of thumb sees Serenity as my go to Chakra for most things pvp related. I’m a great fan of casting on the move (you can tell I was a Resto Druid in a former life can’t you) and given that in most pvp, standing still just makes you an easier target, you can’t beat instant cast abilities. Being able to dance through and behind your enemies throwing out heals can make a huge difference on your time to live and that of your team-mates.

Also if you’re left alone, Serenity is definitely where it’s at. That instant heal can and will save your life over and over again.

However, especially in the two 40 mans, Sanctuary has it’s place:

Isle of Conquest

  • On entering the boss room to take down the opposing boss I switch because with his leap, every little bit of aoe healing counts. 
  • If we’re winning by attrition and camping the graveyard, i.e. everyone is grouped up in one place with lots of people taking damage, I switch.

Alterac Valley

  • End bosses are an obvious choice for Sanctuary, especially if you’re forced into pulling with towers up.
  • Any huge face offs on the road, i.e. by Iceblood graveyard or between Stonehearth and Stormpike, using Sanctuary is a potential option. It depends whether you’re just championing one person, i.e. a warrior/deathknight or trying to keep the masses alive.

As for Arenas, given that I only ever play 2 v 2, I tend to switch between Serenity, no Chakra at all for the disorient and then using Chakra: Chastise if I need to nuke.

Basically before you make a decision on which Chakra to use, consider the following:

  1. Are you sticking with the vast majority of the team or are you off either solo or with a handful of others. Then consider Sanctuary for the former and Serenity for the latter.
  2. How many opponents are there? Lets say for example that you and a rogue are attacking the Farm in Arathi Basin. There is just one defender but you know that this team have been fairly good at communicating thus far. Do you stick in your healing Chakra or do you switch to Chastise for the extra bit of oomph? After all, the faster they die, the quicker you can tag.
  3. Is anyone focusing you? Serenity all the way then.

TL,DR

  • Macro cancelling Chakra and disorient early and often. The more CC you can provide, the less healing you need to do. Consider things like Chastise – > Mindcontrol for defending the Lumber Mill in Arathi Basin or in 2 v 2s. Not only is it annoying, it’s also effective, especially if you follow it up by parking the person next to you and then fearing them. 
  • Serenity normally beats Sanctuary unless the opposing team is kindly focusing on aoeing down your team at roughly the same rate, you aren’t taking huge amounts of damage yourself and you don’t like anyone else in the team enough to focus them with lots of single target heals.
  • Chakra: Chastise has it’s place. I use it in scenarios, 5 man groups in which people don’t stand in bad and the tank actually uses cooldowns and for nuking demolishers in Strand of the Ancients. It can also be handy in one v ones against certain classes (i.e the ones which don’t currently hit very hard themselves) as long as you’re ready to swap back to defensive mode Serenity the second they get a mate. The other thing to consider is how many healers are on your team. If I end up in a healer heavy side and no one has the gear/spec set up, I’ll use Chastise for dps, especially to help kill flag carriers whilst the others heal. My Dps isn’t awesome but I’ve never come bottom yet although in random battlegrounds that’s perhaps not surprising.

Above all, don’t be afraid to play around with them. Also I have it on good authority that chastise the disorient is cheating (rich coming from a Paladin :p) so use it often!

Redemption Blues

When the MoP changes to the talents were released, I had one huge issue, Spirit of Redemption becoming baseline for Holy. Experience has taught me that it’s a buggy piece of rubbish and it’s good to see that despite it being in the game so long, Blizzard still haven’t managed to fix those bugs.

WoWScrnShot_011913_182120

I died in Eye of the Storm just as the game ended and turned up in a graveyard. When I first checked I didn’t even have a corpse although luckily that spawned once the two minute timer at the end of the game finished, unfortunately though it was quite a run. Ok, I could have waited until the timer on Spirit of Redemption ran out but Mr Harpy wants points and thus time was of the essence (although now knowing what I know, I’ll definitely be waiting).

So that’s achievements I got late because self sacrifice to help kill bosses through the use of Spirit of Redemption basically punishes you and now, having to corpse run across a zone because the game can’t identify the difference between a player and the zombie you become when Spirit of Redemption is active. Given the amount of times I die, even in PvP… I’d swap this for something else in a heart beat.

In short, don’t leave a battleground whilst a Spirit of Redemption because who knows where you’ll end up! I got lucky. My corpse was in the air, as I had entered the battleground on a flying mount but was still close enough to the ground to be reachable.

Patch Notes Thoughts: Easier Chakra Surfing

I’ve been keeping a vague eye on the notes for the forthcoming patch, oohing over the thought of riding dinosaurs but my brain has been rather disengaged. However one little tidbit I spotted today changed that:

The 4pc PvP bonus for healing priests has changed: Reduces the cooldown of Chakra by 25 sec and during Spirit ShellFlash Heal costs 50% less mana. (from MMO Champion).

I’m not particularly interested in the second half (Holy for life!) but the first bit had me thinking. Now I’m a chakra hopper by nature and the thirty second cool down between switching annoys me considerably. I’ll happily admit to not being the greatest fan of chakras as I think their implementation has always been clunky and I hate running around with huge disco lights under my feet yelling “Holy Priest….try and kill me” to all comers. However I think a five second cool down between switching states is a huge improvement, so huge in fact that I feel it’s got no place being a set bonus at all.

The whole point of chakras as I understood them was so that we could switch on the fly as sadly PvP in particular doesn’t come in nice perfectly timed segments with the opposing team seguing politely from aoe to single target and back again. I know from playing against plenty of other Holy Priests, most seem to pick a chakra and stick with it regardless of the situation, especially now they last after zoning/death so hopefully this change will change that, pushing people into a bit more experimentation. That said, I don’t see why this change couldn’t be either baseline, leaving the PvP set bonus as it currently is or altering it’s implementation slightly. Why for example can’t it work like the Monk roll? In that you could switch once and then again without incurring a time penalty. It would be more dynamic than just a flat cool down and would potentially allow for more tactical play.

Right now this is a necessary change but a really boring set bonus.

Slightly off-topic, one of the more common searches which seems to bring people to my blog is “What chakra should I use in pvp?” and that to me feeds into the sense that quite a lot of Priests feel trapped in one chakra because of the cooldown. (For those of you which are interested, I’m currently working on a rather massive post with flow charts and possibly diagrams to cover what I use, when and why).

 

Thoughts on being 90

Whilst levelling is a journey full of wonder and amazement, arrival at 90 is like landing at the airport to discover they’ve lost your baggage, customs want to strip search you but you’ve won the lottery to compensate. Sure there are a lot of positives but some definite negatives thrown into the mix as well.

1. Dailies, dailies, dailies as far as the eye can see. The choice is overwhelming as is the feeling that you should ignore the “fun” ones (Tillers/Anglers/Cloud Serpents) whilst concentrating on the rest in the run up to raids and the arena season starting. Given that I don’t go back to work until Thursday, we have been spamming the lot but it definitely feels like overload. On the plus side (a phrase I never thought I’d ever use in this context) most of the daily hubs involve going to one specific area and slaughtering & collecting. On top of that, compared to the Molten Front, killing vermling, playing catch with baby dragons and beating up sharks with your bare hands is a refreshing change.

2. Heroics aren’t really heroic in any shape or form. When I queued up for the first time I was really nervous remembering back to the start of Cataclysm when on some trash packs mana was an issue. I didn’t need to worry, in fact even after boss fights my interweaving of power word:solace into the mix meant I didn’t need to drink then either. I know the challenge modes are there for just that purpose but I would have liked the Heroics to be slightly tougher. It just feels a bit wrong where the Stormstout brewery for example felt harder on normal at 86 than it did at 90 on heroic (just wearing blue 450 gear in every slot apart from my 463 legs and my epic trinket from Coren).

3. PvP is awesome. My favourite all time battleground now has to be the Temple of Kotmogu. It’s fast paced, fun and a bit like arenaing but with objectives other than making sure you’re the last team standing. I definitely don’t feel squishy as Holy unless the whole opposing team piles on top of me (or I’ve been hogging a power ball too long) which is a good start to an expansion too. I plan on doing a proper post covering my choice of glyphs + talents as Holy for each of the maps once I’ve finished testing a few things.

4. Scenarios! I love all of the ones I’ve played so far (apart from Theramore). They’re quick, varied and because it’s not just standing still and healing like a proper dungeon, great fun (ignoring the lore side of it, Theramore is just a bit too much like running a dungeon).

The loot bags are annoying though, I know RNG is RNG but so far Mr Harpy has had an item from pretty much every second bag and I’ve had zero which makes gearing up a little more irritating.

5. Priesting. Why oh why can’t chakras last after death and on zoning. I know it’s not a massive issue for most things but it’s still a quality of life issue. Other than that, I’m pretty happy with Holy. Mana is 10 times better than it was at the start of Cataclysm in both pve and pvp. In fact the only other thing which annoys me is the lack of useful minor glyphs for my chosen spec. We have a choice of ten, four are shadow specific, one is disc specific, one is holy specific but requires your death and the others are just flavour.

6. Pet battles. Fear my Hopling because it will lick you to death! This turned out to be more addictive and less annoying than on the beta. I’m still working my way through pre Outlands pets but I hit 250 unique pets a while back and am route to 400 albeit slowly. I have to admit I went and tamed an Infested Bear Cub even though I said I never would. (By the way, they only seem to spawn after midnight if you’re looking, at least that’s the only time I’ve ever found any sign of them). Also whoever designed Jaguero Isle to have a separate weather system to that of southern STV can take a spinning crane kick to the face.

7. MoP transmogrification. Yes please! The cloth pvp set consisting of a pants suit had me panicking slightly but the weapons and off-hands are stunning.

8. Pandas. I’m still not 100 percent convinced, but I’ve made one even though she hasn’t made it out of the start zone yet. She’s a Priest (surprise surprise) called Snowflower after a book I fell in love with a little while ago when I found a beat up copy in a charity shop. I’m slightly saddened by the fact that my favourite beta hairstyle isn’t available at the character creation stage but am hoping it will be an option once she escapes the Isle.

9. The Storyline in general. I’m really impressed with the stories this time around. Blizzard have added some really lovely touches and some tragic moments. I was particularly taken with the fact that my evil double giggles.

It’s a great mix of tragic, comedic and thought provoking.

I think I started out looking for things to criticise, wanting to believe that WoW had nothing left to offer me, that I reached my final destination as far as the game was concerned but it seems that somehow despite my cynicism, Pandaria’s beauty and sense of wonder has managed to pull me back.