Thursday, January 29, 2009

For the Resto Shaman: Settling the Crit vs Haste Discussion



 
 

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via World of Matticus by Matticus on 1/28/09

sham-crit-haste

This is a guest post from Lodur, a Resto Shaman who set up an experiment to determine what is better: Haste or Crit. The experiment consisted of two relatively equally geared Resto Shamans with slight variances in haste and crit thrown into a full clear Heroic Naxxramas.

Round 1

Lodur from Zul'jin here again. Today I'd like to talk a little bit on the topic of Crit versus Haste. This has been a hotly debated topic among the shaman community since patch 3.0 dropped on us giving us all kinds of goodies. Specs have been proposed and gear has been compared using every measuring stick imaginable. The arguments are all over the Internet, and you can find them on all sorts of forums and websites. Right now though I'd like to take a look at some key points for each camp that have recently been brought up in my guild's Shaman Class forums.

Pro Crit:

  • Bigger heals = less heals needed

  • Allows for increased rate in procs in key talents such as Improved Water Shield,and Ancestral Awakening.

  • Takes full advantage of the fix to Earth Shield which now has a crit change equal to the caster and not the recipient of the shield

  • Allows for Increased performance of preventative healing

  • Allows for greater single target healing efficiency

Pro Haste:

  • Allows for lower casting time for Chain Heal which is a shamans most efficient heal (5.23 heal per mana)

  • Allows for a greater number of spell casts which will allow key talents such as, Ancestral Awakening, Tidal Waves, and Healing Way to proc more often on more targets

  • Allows for Increased performance in "twitch" or reactive healing

  • Allows for greater group healing efficiency, while giving the passive regen of a Glyphed Water Shield time to restore mana. 

  • Allows for quicker application of Earth Living Weapon so as to proc to more targets

To further understand these points we can look at the talents and abilities so you can begin to see where each is coming from.

Talents / abilities Described:

  • Ancestral Awakening: When you critically heal with your Healing Wave, Lesser Healing Wave or Riptide you summon an Ancestral spirit to aid you, instantly healing the lowest percentage health friendly party or raid target within 40 yards for 30% of the amount healed. This may not seem like much but this adds up over time. It normally clocks in at around 1% of your total healing output.

  • Improved Water Shield: You have a 100% chance to instantly consume a Water Shield Orb when you gain a critical effect from your Healing Wave or Riptide spells, and a 60% chance when you gain a critical effect from your Lesser Healing Wave spell. This is helpful with mana regen especially if your find your MP5 or raid replenishment lacking.

  • Healing Way:Your Healing Wave spells have a 100% chance to increase the effect of subsequent Healing Wave spells on that target by 18% for 15 sec. This turns your 15,000 Healing Wave crit into something that creeps up to around 20,000 and with the change to the talent applying the full bonus on once cast of Healing Wave, it has found it's way into many rotation.

  • Earthliving:Imbue the Shaman's weapon with earthen life. Increases healing done by 150 and each heal has a 20% chance to proc Earthliving on the target, healing an additional 652 over 12 sec. Lasts 30 minutes. 20% meaning 1 out of every 5 heals will land a hot on a target. Using a Glyphed Chain Heal means 4 targets per heal. A 652 HoT doesn't seem like much but it adds up over time. 

Practical Application:

Someone once said me to "Lodur, I hear what you're saying but I need to see the numbers." So after a lengthy discussion with another shaman in our guild we decided to give it a go. I would continue to stack haste (Hello, My name's Lodur, and I'm a haste junkie) and they (I wont use their name simply because I don't exactly have their permission to post their toon details on the interwebs and I'm respectful like that) would stack crit and change spec and see what numbers we got.

All numbers are without totems or self buffs, and not including Earthliving Weapon. These also do not take into account trinkets like Egg of Mortal Essence . Both of us were present for all four wings of Naxx and we were both tasked with Raid / OT healing at the same time in order to keep things as consistent as possible.

(And before anyone says quality of player or anything silly like that it should be noted that me and Shaman 2 are consistently within a stones throw of eachother every raid and both have been doing this for a long time!)

Let's look at what some numbers produce, looking at builds and stats first. All gear is at the item level of i200 and i213. This is without totems, weapon buffs, food or raid buffs. Both shamans used the same Glyphs for the run. Glyph of Chain heal, Glyph of Water Mastery, Glyph of Lesser Healing Wave and Glyph of Water Shield

The Stats

  Lodur Shaman 2
Spec Spec here (Excludes Improved Water Shield in favor of Healing Way) Spec here (Inclusion of Thundering Strikes over Enhancing Totems )
Intellect 1010 983
Haste 419 (14%) 262 (8%)
Crit 19% 31%
Spellpower 1952 1936

As you can see the stats are fairly close, differing mainly in their haste and crit rating. So lets take a look and see what the end result of the run was number wise.

The Results

  Lodur Shaman 2
Total Healing 5328335 5089956
Water Shield 60813 64400
Earthliving 444686 311665
Ancestral Awakening 75251 67245
Average Crit 24% 34%
Overhealing 40% 40%

Wow. Pretty close there! Now that's overall for the entire raid night. So as everything averages out at the end they wind up being pretty similar. We can break this down a bit further and look at some of the individual fights to look for strenghts and weaknesses for each. Lets pull out two boss kills here.

Maxxena:

Lodur: Total Healing Done: 68,068
Shaman 2: Total Healing Done: 123,953

Damn, got almost doubled on that fight! The strong single target heals allowed for Shaman 2 to top off tanks and webbed people in one gulp causing my quicker heals to move on over into overhealing.

Heigan the Unclean:

Lodur: Total Healing Done: 222,257
Shaman 2: Total Healing Done: 109,780

Haste won that round! The faster group heals and lesser healing waves allowed for me to top people off quicker while diseases were cleansed.

The trade off between bosses carries on from there with Crit winning on Loatheb and Haste winning on Patchwerk. The two have fights where they will always shine slightly brighter then the other, but overall they perform to roughly the same output.

The Conclusion

It is, in the opinion of this shaman, so close that the difference really boils down to playstyle.

Both ways work! If you have a preference roll with it. Gearing for both is very easy. There's haste on just about everything and what mail spell power pieces don't have haste normally have a ton of crit (yes I know it can be argued that its elemental gear but it still works for healing all the same).

There will always be fights that are slightly tougher for your then if you had more haste rather then a ton of crit, but thats true about everything in the game. The synergy between the two is also noticeable. Fights where a hastened Healing Wave can keep Healing Way up so that the crit spec can land a huge, huge heal will always be there.

Well that's it for round one of haste vs crit. Round 2 will be after 3.1 drops and Ulduar is available. Until next time, happy healing.

Image courtesy of Aurik

***SECURITY FOOTER*** :: Thanks for reading a post from World of Matticus!

"You miss 100% of the shots you never take."
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For the Resto Shaman: Settling the Crit vs Haste Discussion


 
 

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Tuesday, January 27, 2009

At least, 41% of Tanks aren’t Heroic Striking enough.



 
 

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via TankingTips.com by Veneretio on 1/26/09

…and this doesn't include the tanks that are level 8. This is you guys. Yup, you.

In my most recent poll, more than 500 of you let me know how you use Heroic Strike and I'm not going to lie, the results were a little surprising.

The Clickers, 20%

1 in 5 tanks click Heroic Strike. That's a lot guys and gals and that's not a good thing. There's 2 cases with this, one's bad and one's ugly.

a) The Bad Case

You have your main rotation of Shield Slam, Revenge, Concussion Blow, Shockwave and Devastate all bound to keys. This allows you to utilize your left hand to do your proper rotation and allows you to use your right hand with the mouse to click Heroic Strike whenever your rage gets too high. This can work… until you have to move. I bet you don't use Heroic Strike at all when you move. You probably have never maintained Heroic Strike usage while using a cooldown either.

b) The Ugly Case

You click your main rotation and you click Heroic Strike. There's just no possible way you can move fast enough. You're going to be lucky to keep up with your main rotation even. Basically, if you manage to somewhat pull off your main rotation, you'll end up never using Heroic Strike. If you manage to Heroic Strike effective, you'll screw up your main rotation massively. It's lose-lose and it's even worse once you have to move around.

Macro Men, 15%

As a former member of the Macro Men, I can say confidently that you're lazy and if you don't know it, you do now. Heroic Strike lands whenever your weapon swings. Your weapon does not swing at the same time that you do your main rotation. If you're using a Macro, you're missing numerous opportunities to dump rage. You're also making it impossible to use Heroic Strike by itself.

Why would I want to just Heroic Strike?

For bosses that spawn adds. Once you've got a massive threat lead, you can just start spamming Heroic Strike around the time the adds are expected. This will allow you to have your global cooldown free to Thunder Clap or Shockwave immediately once the adds spawn ensuring no one gets hit. The fact that the current content allows DPSers to "take a hit" is no excuse.

I'm no User, 6%

Heroic Strike is a massive amount of your threat/damage especially in today's world of High Rage situations, not using it is doing a gross disservice to your team as you're greatly hindering your own personal dps as well as your groups ability to go all out on their own dps due to low threat. If you're not using Heroic Strike and struggling with threat, now you know why. If you're new to the world of Heroic Strike, try reading this oldie, but goodie: Heroic Strike, more than a Rage Dump.

Wheelers, 6%

Hello my fellow siblings, how are you enjoying the world of Wheeling? This is where I sit currently with my Heroic Strike usage. I'm finding it to be quite effective especially when I have to maintain my regular rotation + Heroic Strike + move + talk on vent. Is it ideal though? I'm not certain. Currently, I bind Heroic Strike to wheel up and Cleave to wheel down and I've definitely noticed that I'll occasionally Cleave instead of Heroic Strike due to miss-wheeling. This is a problem.

So, what are you going to do?

I'm going to bind it to a key as well and go back to the key as my primary Heroic Strike button. In the past, I've always bound Heroic Strike to a key and I've prided myself on being very good at utilizing it and it's because it was bound to a key that I could accomplish this. I still will be using Heroic Strike on my wheel as well since I find it very useful for good Heroic Strike usage while Strafing and Tabbing, but unfortunately, the wheel alone is not enough. Random Cleaves are simply unacceptable for standard tanking.

The Kings of the Key-dom, 53%

Pat yourself on the back, you're doing it right. Now granted, I'm assuming you have your Heroic Strike key in some meaningful area that you can constantly spam easily while moving or talking and maintain your regular rotation at the same time. If you've bound Heroic Strike to Shift-1 and Shield Slam to 1… then you're doing it wrong. If you've bound Heroic Strike to something unreachable like F12, then you're doing it wrong, too.

Adequate isn't Enough

It's true, we play in a world right now that allows us to be sloppy. I guarantee there's someone that doesn't use Heroic Strike that's progressed farther than I have and as a result, has got a whole lot better gear than me too. The Main Tank of your guild could be this person too. That doesn't make it right. If you're clicking, macroing or not even using Heroic Strike… then you're simply not Heroic Striking enough. If you're wheeling Heroic Strike, you may want to consider Binding it to a key like me because unless you've got Heroic Strike bound to Wheel up and Wheel down, you're probably making mistakes too.

The keybound and the converted to keying, remember binding alone doesn't immediately make you better. You still have to press the button. It doesn't do you any good having a key bound to Heroic Strike, if you're unable to use it effectively. So make that key meaningful and pay attention to your rage. It still remains true that if you've got 50+ rage, you should be Heroic Striking until you don't. If you never go below that in an entire fight, then you should literally see zero Swings in your WWStats and All Heroic Strikes.

After all, that's the goal here folks. If it's a high rage situation like Main Tanking Patchwerk, we don't ever want to swing. We want to do a flawless regular rotation and have 100% Heroic Strike usage. And, if you think it doesn't matter… that doesn't make a difference… well the day you walk into Ulduar and wipe at 1% on a brand new boss… I want you to realize that if you're Heroic Striking wrong that you're just as responsible for that wipe as the DPSer that was dead for half the fight.

The time where mediocrity is adequate will not last forever, will you be ready?


 
 

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Friday, January 9, 2009

EoHs exchangeable for EoVs at 10:1 on the PTR



 
 

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via WoW Insider by Eliah Hecht on 1/9/09

Filed under: , ,

Update: This post is incorrect. Sorry about that. As mentioned in the comments, the actual change is one EoV for one EoH, which makes a lot more sense.

In the latest PTR build, updated tonight, the Emblem of Valor quartermaster will sell you Emblems of Valor (the 25-man raid, ilvl 213 emblems) for the price of ten Emblems of Heroism (10-man/ilvl 200). This is something we talked about way back last summer, when they introduced the idea of having multiple levels of badges; this way, 10-man raiders can eventually get the 25-man gear, it just takes a very long time. One EoV can not be traded back for ten EoHs, by the way.

I do think that exchange rate might be a bit high. The cheapest items (rings and cloaks) cost 25 EoVs, which would be 250 EoHs if you paid for it entirely that way. That's (just under) 16 weeks of full Naxxramas clears. If you've been clearing Naxxramas for 16 weeks, you're probably pretty bored of it and ready to move on to Ulduar (which will hopefully be released by then), at which point any EoH-EoV trade-up is meaningless, because you're not getting EoHs anymore.

Continue reading EoHs (not) exchangeable for EoVs at 10:1 on the PTR

WoW InsiderEoHs (not) exchangeable for EoVs at 10:1 on the PTR originally appeared on WoW Insider on Fri, 09 Jan 2009 09:00:00 EST. Please see our terms for use of feeds.

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Tuesday, January 6, 2009

Enchanting changes in patch 3.0.8 -- look for dream shard prices to increase



 
 

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via WoW Economist by Kevin on 1/5/09

Dream ShardsAs we covered a few weeks ago, some enchanting recipes are being changed in the upcoming patch. Thanks to well-formatted post at MMO-Champion, we've got a much better idea of what's being changed - nearly all the Wrath enchants!

Many of them are having their dust and essence (especially essence) requirements lowered, some have had Dream Shards added or Dream Shards to replace Abyss Crystals. With the additions of two new tanking enchants, we can definitely expect Dream Shard prices to rise - probably double or triple their current cost. I've been stocking up over the last few weeks and I'm already seeing the prices climb from 4-5g each to about 8-9g each. And the increases in price isn't stopping any time soon.

I have not yet heard if the patch is coming during tomorrow's maintanence or not, but it has to be soon. You still have a chance to pick up some more dream shards before the auction house is cleared out and inflation sets in.


 
 

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Monday, January 5, 2009

Enchanting changes in patch 3.0.8



 
 

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via WoW Insider by Alex Ziebart on 1/4/09

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The developers have mentioned here and there that they weren't totally happy with Enchanting, as far as materials go. You need too much of it, and it's too rare to support the demand without becoming crazy inflated in price. Patch 3.0.8 was supposed to contain a few changes, and holy cow are there changes.

I assumed the changes would be minor, like more dust coming from every disenchantment, but the MMO-Champion forums has compiled a list that surprises me quite a bit. It actually is a pretty sweeping change, reducing the material costs of a whole load of enchantments. Dust isn't the only thing targeted, they use less materials across the board.

In some cases, the material costs are halved, or more than halved. It's definitely not a small little change to Enchanting, waiting until the patch to enchant your gear will save you hundreds of gold. If you want to play it safe or are just curious, MMO-Champion has the full list for your perusal.

WoW InsiderEnchanting changes in patch 3.0.8 originally appeared on WoW Insider on Sun, 04 Jan 2009 16:30:00 EST. Please see our terms for use of feeds.

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