1.10.2009

New Hero Class Ideas

There was an interesting thread on the WoW forums the other day, speculating about a new hero class. Believe it or not, it was actually a mostly constructive post, with many cool ideas. It got me thinking about what a Her Healer Class could be like, and I came up with some ideads for one.


IT WOULD NEED TO...
Every class in WoW has to be able to solo content, and do respectable damage. This class would be no different.
The playstyle should be highly involving and immersive. Death Knights are the precedent. They are easy to play badly, but quite involved to play extremely well.
It can not be a Frankenstien of existing healing classes. A new class that drops totems, shifts forms, and has a bubble would not work. It has to be something very very different than current healers.
I have no idea what to call this thing. Rumor at one point was that the next hero class would be the ArchDruid. That name won't work, sounds too much like Druid.


GENERAL STUFF
  • It would be a melee class. This is not so much for any raid or overall game class balance reason, but for the style of game play. As you read more about it, you may agree that the playstyle would be nicely suited for melee.
  • It is not a tanking class, and would have no tanking abilities per se. It would be viable for soloing the same as any other non-tanking class/spec. Mages for example can't really tank, but do just fine leveling up.
  • There would be no 'dps tree', 'healing tree', etc. This is somewhat like Death Knights now. With DKs, although one tree or another may be favored for DPS or tanking, all contain workable DPS and tanking talents. The Hero Heal Class would be simliar in that respect.
  • All damage done would also do an amount of healing. Perhaps a 1:1 ratio for 'white damage' would work, with specials doing larger amounts of heal per damage.
  • Play would involve building combo points of a sort, with 'finishing moves', or specials, resulting in larger specific heals. Some would heal over time, sone would be instant direct heals. Some would heal a single target, others would heal multiple targets.
  • Heals would directed by use of 'Marks'. A single player can be marked, such as a tank, to recieve the full benefit of each heal. Or up to a specific number of players could be marked, perhaps 3, in which case each would recieve 1/3 of the total healing output. Or, if nobofy is marked, either the entire raid or 10 closest players recieve an equal portion of the healing output.


TALENT TREES
Again, none of these talent trees would be a 'heal tree', a 'dps tree', etc. Unfortunately, I have not come up with good descriptive names for each without using terms that already mean something else in WoW. Halp meh!

Restorative Tree
I hate to call this Restoration. That makes it sounds like 'the healing tree' which it would not be. I can't think of a better name for it though.
The idea behind this tree is that everyone in the raid can do more of whatever they are doing as a direct result of the Hero Healer.
  • This tree would include talents that restore not health, but other players' mana, runic power, energy, and rage.
  • There would be a talent giving an ability that temporarily increases the regeneration rate of each, perhaps as a finishing move.
  • There would be a talent that restores a flat percentage of each, again perhaps as a finishing move, and/or as a static 'aura' type of buff.

Buff Tree
Well, Enhancement sure would be a good name for this tree, but that has already been used, and means something else.

The purpose of this tree would be to enhance other players' dps/healing/mitigation, etc.
Permanent passive auras would provide buffs in the same way that other auras do, such as Moonkin aura, etc. These buffs would have to be something new, something we don't already have. Things like spell power, haste, etc, are already in the game. I have not worked out what exactly these buffs would be.

This could be the hardest tree to get creative in designing.
Some buffs would be for specific selected targets. A buff on a tank would increase their threat, where the same buff on another target would decrease it.

Other talents could buff baseline attributes, like giving rogues another 5 max energy for 105 instead of 100, or mana users a flat percentage increase to their mana pool, or rage users another 5 max rage.

Reduction  Tree
This would be a bit like the Priest Discipline Tree. The talents here would generally reduce the effect of bad stuff on the raid, and/or individuals in the raid.
  • "Phase Shift" would probably be the big one here. It would phase shift one or more people, making them immune to pretty much everything for a few seconds, whille still able to heal/dps/tank. One version would be used on a tank, as sort of a super bubble. Another version would be used on the 10 closest players. Each would only last a few seconds.
  • Another talent, "All For One", would cause damage taken by the target to be equally distributed across all players in the raid. Tank takes a 100k hit in a 10 man raid for example. Instead, all 10 players get hit for 10k. This would be on a significant cooldown, and only last maybe 3 seconds.


GAME PLAY
Much like the current hero class Death Knights, our new Hero Healer class would operate under a multiple bar/status system. There would not simply be a mana bar, or an energy bar.

In a blatant ripoff of the Death Knight rune system, there would be a crystal system. There would be a number of crystals that discharge with use, and gradually restore themselves with time. There would be perhaps 10-12. Talents would increase the number to maybe 16. These would be required to use many key abilities. They would all be the same, unlike the Blood/Unholy/Frost runes a DK uses. Talents would also increase the regen rate, as well as player stats (like spirit increases many players' mana regen rate).

In what looks like another blatant DK ripoff, but actually isn't, there would be a bar that charges up as other abilities are used. The "Potency Bar". Many abilities would become more powerful at higher levels of potency. This bar would quickly decay when not being recharged, and would have no upper limit (like 100 energy). Perhaps it wouldn't even be a bar, but something like a gauge. The Potency Bar would also not be a direct source for any abilities; there would be no 'Potency dump'. Its sole purpose is to amplify abilities, not to power them.

Our Hero Healer would build combo points. Max points would be much higher than 5, because we are going to get in to some razzle dazzle here. Many abilities would add combo points like a rogue does. However, combo points also decay at a preset rate of perhaps 1 every 2 seconds. Use it or lose it! Combined with the Potency system and it's decay, this would make for a very active, involved playstyle.


STATS AND GEAR
This is where it starts to get weird, and maybe very interesting.

Does WoW need another plate wearing melee class? Probably not.
Does WoW need another cloth wearing mana user? Definitely not. Heck this new class doesn't even have a mana bar.

So then, what type of armor should they be able to wear? Well, it is a hero class. Let's say for now that they can wear any type of armor. Which is the same as saying they wear plate. However, the stats desired by the class would very likely lead to many gear choices that are not plate. Since they can not tank, and have strong heals, they wouldn't *need* plate for anything. ZOMG TEH HEROO ROOLT ON MAH GAERS! Relax.

What stats would be useful to this class? Here is where it gets interesting... Any base stats would provide some type of usefulness! And I don't mean like how Intellect is useful to a rogue if they are leveling a weapon skill, but actually really useful. After all, this is a HERO class we are talking about!

Stamina: Increases hitpoints of course. Also effectiveness increases any health-related abilties, including all healing.
Strength: Increases attack power, which in turn means more healing output. Also enhances some shielding type abilities.
Agility: Increases chance to hit, the hero is more agile thus less likely to miss. Also slightly decreases the global cooldown of some abilities.
Intellect: The hero's increased mental faculties result in slower decay of Potency and Crystals.
Spirit: Increases the chance of abilities that cause gains to Potency or Crystals to 'proc'. Also increases the effectiveness of restorative abilities that grant other players mana/rage/energy/runic power.
Armor: Increases the effectiveness of many damage reducing abilities.

This would make for some interesting and complex gear choices. Lets ignore for a minute the potential drama of other classes getting bent out of shape because someone is rolling against them for 'their' loot. Please.


1.04.2009

Queue Queue

(Puts on movie-trailer-guy voice)
On a regular afternoon, without warning, a vanquished enemy makes its return. And this time, its taking no prisoners.
THE QUEUE (subwoofers rumble)
What will you do? Where will you go? Do you really think you can just come home from work and log in to raid? You wil be stopped DEAD by...
THE QUEUE (subwoofers rumble louder)
Its back, its bigger than ever, and it won't go away. It won't leave you alone. It won't give you a chance, because this time, its serious.
THE QUEUE
(quick cuts from behind individuals that are in front of their computer monitors:
"Aw man"
"What the..."
"One THOUSAND FOUR HUNDRED?!?!"


Yes its back, and it seems to be practically everywhere. The login queue has returned. Its inbred brother too, the dreaded "Additional instances cannot be creater. Try again later."
Many folks in our guild zoom home from work, whip up some dinner and log on just in time to raid. Now they are lucky to get on a half hour after the raid has started. This sucks for them, and hurts the raids. Everyone is losing here.
Heck, I am the guild leader and raid leader, and had to miss a raid the other night because of the queue. I was late, the raid was full. Wouldn't have been fair to boot someone out just so my tardy big Tauren butt could have a spot.


So what's the deal here? Why the queues again so suddenly?

Some think the cause is lots of people off work and school for the holidays.
Some blame Christmas, based on the idea that tons of people got WoW.
There are also of course some wacky conspiracy theories, real tin foil hat stuff.
Others think its a combination of many factors.

Its interesting to note that for such a widespread issue, there has been no acknowledgement from Blizzard that there is even a problem, let alone any info on whether or not they are planning to do something about it.

What can we do about it? For now, about all we can really do is... queue queue.

1.01.2009

Druid Predictions for 2009

First let me say that the batteries in my crystal ball went out just yesterday. The timing is uncanny. So I am going to have make all this stuff up.

So without further excuses that I can point back to a year from now when everything I say here turns out to be wrong, in order of the impact they will have, least to most, here are my 5 Druid Predictions for 2009!


Resto will be way overpowered, for a minute.
Ghostcrawler has talked about a healing revamp for all classes, a major overhaul, several times. Although the most dramatic early ideas will get tossed out, some major fundamental changes are going to come down toward the end of the year.
Somehow, someway, Druid healers are going to end up in an overpowered state briefly, like Bears were very early in BC. The nerf, er fix, will come quickly, bringing us back in line with other healing classes. But for a brief moment, Resto Druids everywhere will bask in the glory of God Mode healing.

Bears will become stamina driven tanks.
As we move through Ulduar, post armor nerf, Bears will more and more seek out straight up hitpoints in the absence of the high levels of mitigation they used to enjoy. By the time we get to Arthas (which may not be in 2009), there will be a screenshot floating around the web of a Bear with over 100,000 hitpoints. Said Bears will take atrocious amounts of damage, but will be highly sought after in raids nonetheless. Healers will be using their biggest heal bombs, and sweating bullets.

Cat DPS will flatten out. Badly.
Post Naxx/Sartharion/Malygos, cat DPS will once again scale poorly. Sound familiar? In BC, cats did great DPS through about mid tier 5 content. By mid tier 6, their DPS was so low compared to other comparably geared DPS classes, they became a waste of a raid spot.
I remember topping 6k AP in Hyjal, and struggling to put out 1200 DPS. This was while lesser geared rogues were hitting 2k DPS. Six. Thousand. Attack Power. That was when I hung up the catsuit and went Boomkin.
This will be repeated in Wrath of the Lich King. Scaling, scaling, scaling. Not.

Eclipse will be changed.
Talk to five different high DPS Boomkins, and you will get five diffferent opinions on how good Eclipse is or is not, everywhere from "gotta have it" to "what a waste".
What I would love to see happen, and almost certainly will NOT happen, is this: If you are casting Starfire when Eclipse procs, it gives you the... make sure you are sitting down... the Starfire buff! Same for Wrath! OH SNAP! That makes too much sense. Far better to try to artifically force Boomkins to alternate between Starfire and Wrath in some wacky chase-down-the-proc-ah-crap-I-missed-one-cast-and-GCD-gonna-emo-and-kill-myself-now kind of thing right?
Although they will not use this all too sensible solution, Eclipse will see a significant change of some sort. In the end, after much heated debate and incredibly deep theorycrafting, it will still be no better or worse than it is now.

Power.
While this will be announced but not impelemented in 2009, everything is going to really hit the fan as a result.
Remember how we had +heal and +spell damage gear? As you know, that was changed to spell power.
This will taken one more step. Blizzard will announce that Attack Power and Spell Power will consolidated in to one single stat: Power.
That Pally Plate that gets sharded every week will be great for a DPS Warrior. Hunters will be rolling against Resto Druids for gear! WTB Main Hand Warglaive for my heal or nuke set?

12.26.2008

WotLK Tuning

Much has been said and written about the tuning of Wrath raid content. Naxx is tuned to be much easier than in its previous 40 man incarnation. I am not going to beat that dead horse. What I do want to go over a bit is the tuning of other elements of this expansion. This will be a rare post from me, one that is not raid focused. Dogs and cats, living in sin... (Ghostbusters reference ftw)


Quests
From the starting zones all the way to the last quests you do before hitting 80, most are tuned to be easily soloed, but not crazy hard. Players can blow through quests at a fast pace. And there are soooo many of them! Other then just the difficulty tuning, I have to say I am very impressed with how well the quests are laid out. There are tons of quests where you start out heading for Objective A, along the way pick up a quest to go to B, where you additionally pick up something for Area C. You get sort of lost and absorbed in these great little side trips, with a bunch of extra quests before finally getting back to A.
There are only a few of those chains that send you back in to the same area to kill the guys you just killed, but there are a few. I hate those. Its like "Hey, I just killed a dozen of those things to get to the stuff for the last quest, and now you want me to kill more of them?" Fortunately, there aren't that many.
And the quests are generally a lot more interesting than the standard gather-pig-spleens quests of old. The quests where you ride a dragon, or a boss, or a vehicle are just a blast!
In general, WotLK quests are very nicely tuned, well laid out and fun.


Dungeons
The leveling dungeons are tuned to be easy, possibly a bit too easy. That may not be such a bad thing; lots of people got to see lots of dungeons while leveling. And wow, most of the dungeons are just amazing! The visuals are awesome, and many of the boss fights are more creative by far than the older dungeons.
Once you get to the heroics, difficutly ramps up quite a bit. I was continually amazed at how tightly they were tuned. I was mostly healing the first heroics we were doing. The margin for error was slim indeed. I would run out of mana often right as the boss died, and had very little downtime or margin for screwing up. This was with fresh 80s like myself, all of who I consider to be above average skilled players. Once some heroic gear started piling up on us, the heroics became much easier quickly. The difficulty of heroics is tuned very tightly for fresh 80s, extremely good tuning job by Blizzard.


Pre-Raid Gear
This is another area where WotLK is tuned very well in my opinion. My Druid was wearing pretty much full Tier 6 coming in to the expansion, with several best-in-slot pieces, both Resto and Boomkin. Don't think I replaced any gear before hitting 80. At 80, heroic gear started replacing my old stuff really fast, and rep gear as well.
This indicates to me that Blizzard designed a 'parity point' of sorts, a point that all players would reach where their gear would be close to the same level, whether they entered the expansion geared to the teeth or wearing greens. That point seems to be very shortly after you reach 80. I find this an amazing feat of tuning.
My Hunter is 73 with now, and was geared with Kara and Badge gear. I have replaced 1 piece of gear on him so far I think. The quest reward gear is getting very close to being upgrades. In many cases, the only reason they aren't upgrades is the enchants on the gear he has right now. I am not going to put expensive enchants on leveling gear of course.


Overall
Other than the raid content being tuned to be too easy, I think that all other aspects of WotLK are tuned amazingly well. I am hoping that the next raid instance released will be a good chunk harder.

12.23.2008

Random Resto Ramblings

Wild Growth Nerf INC
As you probably know, Wild Growth is going to be on a 6 second cooldown come patch 3.0.8. While I am not thrilled about this, I can definitely see the reasoning behind it.

In its current state, its pretty easy to abuse. For example on Sapphiron, all it takes is a pair of Trees running in circles around the raid, spamming WG, to pretty much counter the entire AOE/Aura mechanic of the fight. I can't see that as being the intention of the encounter designers.

On the other hand, some fights are going to get interesting. Phase 1 Malygos, when the raid gets tossed and whirled, comes to mind. Thats going to get interesting. While that phase isn't hard at the level of say, Sunwell, that specific part of that specific encounter is going to be out of wack with the intended difficulty level. Between the WG nerf and the corresponding CoH nerf, I suspect that the damage done to the raid is going to have to be pulled back a little bit, perhaps 10 or 20 percent.



HT Spam?
After reading the excellent post at Resto4life about current healing values (http://www.resto4life.com/2008/12/15/direct-healing-in-wrath/), I got thinking about the possibility of a HT spam spec. With the tremendous throughput of glyphed HT, it looked to be worth a try.

Before I get in to the specifics, a little history!
I first started raiding on my Druid back in Molten Core. At that point, if you raided on a Druid, you were a healer, period. We had Regrowth, Rejuvination and Healing Touch. Regrowth was horrendously inefficient, so it was pretty much out the window. Rejuv was a bit weak but not too bad. It was a milestone to have your Rejuv tick for 400. As raids progressed in to BWL, it became obvious that the most efficient and effective heal for a Druid was a downranked Healing Touch, specifically HT rank 4.

Druids spammed HT4 through BWL, AQ40 and Naxx. It was a bit boring, but overall pretty good.

Then the pre-BC patch came out, and something drastic happened: Hots stacked! If 2 Druids both put Rejuv on a single person, that person would have 2 Rejuvs ticking away. This was a huge huge change to Druid healing. On Patchwerk for example, instead of complex HT4 spam rotations, smart healing coordinators would have Druids keep up Rejuv on all the tanks.
Then came Burning Crusade and Lifebloom. Nearly all healing Druids went with Lifebloom as their primary heal, using it with other Druids like the Patchwerk healing strategy I described; roll hots across all the tanks. Or, roll hots across the raid.

At this point, there was a second heal spec to consider, which came to be known as the Dreamstate spec. It was actually originally the HT/Mana Battery spec. The goals of the spec were to be able to cast gigantic HTs, and to have ridiculous mana regen. This spec was very, very, very hard to master, but incredibly powerful. Instead of being reactive or preventative, it was as *predictive* based healing style. HT was far too slow to react to incoming damage, you had to accurately predict the damage and wind up your massive heals before the damage happened. Done correctly, it was by far the highest throughput single target healing spec that WoW has ever seen. It was also a very misunderstood and often maligned spec, mostly because very very few knew how to use it correctly. Make no mistake, having one good DS Druid in your raid made a *massive* difference.

Then came Wrath of the Lich King, and the complete destruction of any downranking. The old DS spec was dead.

Or is it? I decided to try out a DS spec again, based around glyphed HT. I was running about 2100 heal, with about a 19k mana pool and 200 haste. Mana regen was about 1100/300, very high. The build was:
The goals of the build are the same as the old school DS build; maximize HT and mana regen. There are a lot of 'throw-away' points in there, unavoidable to get DS and as deep in to resto as possible.

So I fired up the spec and off we went to Naxx. Patchwerk was on the menu, a perfect chance to try an HT spam spec! Woot!

Keeping in mind that I was not geared specifically for the spec (would want to emphasize int for better mana regen from Replenishment for example), the results are still a good indication of how it can work.

First thing I noticed is that my glyphed HT had a cast time of .85 seconds. You read that correctly, point eight five seconds. Mmmm, this is looking interesting!

Patchwerk inc, let the spam begin!

Pause. I use Quartz. If you don't know what it is, oh are you in for a treat!
(That link is at Curse.com. Based on past incidents, proceed with caution. It is probably available elsewhere)
So I am in the habit of several quick button clicks at around what my next cast time will be to minimize delays due to server/casting latency. Again, if you don't know what that is about, you are probably missing a ton of your peak possible efficiency. You really do need to get Quartz, or at least understand what it does and why.
The HT cast bar goes, gets to the red, and I start the clicking for the next... what the? Oh snap, HT cast time is shorter than the freaking GCD! This seems like a minor thing, but it seriously screwed me up. I got through the best I could, but old habits can be very hard to break.

After making some marginally effective mental adjustments, the HT spam proceeded. In short, I could not make it as effective as it looked like it should be on paper. My overall throughput was not all that stellar. I really didn't dig the whole thing. I respecced after the fight.

In conclusion, I couldn't make it work. That doesn't mean that it can't work, just that I couldn't make it work. As someone who healed through all the BC instances as DS, I figured I would be more qualified to make a new HT spam spec work than most. Perhaps I will revisit it in the future. I also may revisit it without the HT glyph.



On the State of Regrowth
Good Lord its an efficient heal, at least when it doesn't get stepped on by other heals. However, this post just reached the 12 mile long mark, so I am going to shut up for now, and plan to revist the RG thing some other day.

12.18.2008

To Crit or Not To Crit?

Another Boomkin-centric post this evening. Boom!

Crit Theory
There is much discussion around various places frequented by Laser Turkeys about the value of crit. I know I sure like to see those big crits flying. There aren't many things when nuking away that are as satisfying as a nice long string of Starfire crits. But how good is crit for a Boomkin really? I mean, exactly how good?

One very cool website is of course MaxDPS.com. Although some people might take the numbers there a little too literally, when used with a bit of common sense and knowledge about how your class works, its really a great tool they have there. According to it, with my current gear, each 10 points of various stats would translate in to more DPS like this:

(+) 10 Spell Power:7.40
(+) 10 Crit Rating:7.02
(+) 10 Hit Rating:0.00
(+) 10 Haste Rating:10.96
(+) 10 Intellect:4.88


So, I should be looking for haste first, Spell Power second, with crit a close third.

Another good resource is of course the forums at ElitistJerks.com. There is some very good info there, and some seriously deep math discussion. I mean the kind of stuff that makes your brain melt, pour out your ears and all over your keyboard. Deep stuff. There are usually a few spots there where you can find information about how crit rating stacks up against spell power, haste, Intellect, etc.

Crit Fact?
But last night, I think I found the ultimate authority on the real effect of crit for a Boomkin. WWS reports! More specifically, Loatheb numbers.

On the Loatheb fight, you will have a buff that gives you an extra 50% crit. You will have it most, or all of the fight. You can go over 100% crit on Stafire with Eclipse for short periods.

With that massive of an increase to crit, we can see how it really does stack up for us. I have to say, the results were pretty surprising. I did about 500 or 600 more DPS on Loatheb than other, more normal boss encounters. That's all. Not thousands, but hundreds. The other Boomkin in the raid, same thing. Mages on the other hand, seem to be scaling very nicely with that extra crit.

On Loatheb, thats about triple the normal chance to crit that I have. For a DPS gain measurable in the hundreds. So that got me thinking. What would my DPS gain be if I tripled Spell power? I am pretty sure that would be up in the 5 digit DPS range. How about tripling Haste? Imagine casting Starfire in just over a second. That would be pretty high 4 digit, maybe 5 digit DPS. Triple the crit, and its hundreds of DPS higher, not thousands.

So...
Some folks have long said to never gem or enchant for crit. I personally have always gone spell power and haste. After reading Loatheb WWS reports, sure I am glad about that!
Now this does not take in to account the mana return from critting alot. On Loatheb, my mana bar practically stays glued to max. But with better gear, and a mana pool hitting 20k or 21k in raids now, and the added benefit of Replenishment that comes with that higher mana pool, I rarely have mana issues anymore.
So despite wanting it to not be so, I have to say, Not To Crit. Gimme spell power and haste all way!

12.16.2008

Swipe! Now with 50% More Threat!

A hotfix went in today that increases the threat generated by swipe by a whopping 50%!

Whoa. Didn't see that coming. And of course the QQing has begun in full force. I swear, if Blizzard decided to send everyone 100 gold for Christmas, to one character per account, there would be a massive QQ outcry.
Thats not fair to people who earned their gold the hard way! (translation: I am an elitist snob)
Hey! What about people that have like 35 alts? They got 3500 gold!!! (translation: I didn't read how it works, and am probably the guy in your raid who asks 'So wuts this guy do?' after the raid leader spent 5 minutes explaining the fight)
Some guy in our guild has 4 accounts. He got 400 gold. Thats not fair to me! (translation: I totally fail at the whole greater reward for greater effort concept, and am probably still angry that they won't give me a raise at work even though I slack off more than the rest of my department put together)
100 gold is a slap in the face! What am I going to do with a measly 100 gold? (translation: I am self-entitled ungrateful little worm who thinks everyone owes me something for just being me)

So back to the swipe buff! How can this be a bad thing? I see this as a win for everyone. DPS gets to unload AOE harder on big pulls. It hasn't been an issue on a lot of pulls in heroics, but I have been seeing AOE nukers getting unwanted attention on some AOE pulls in Naxx. It would probably be better for them to hold off a few seconds more of course, but heck, everyone is nuke happy! Even me! So, this is going to be a very cool change in raids.

One thing people are saying is that this will make Bears the best AOE tanks in the game, making Pallys and others obsolete. This is wrong. Swipe still only does 180 degrees. Pallys get 360, T-Clap does 360. DKs do amazing and strange things for full radius aggro too. Nobody is going to lose their job because of the swipe buff.

This is going to be awesome! I am hoping I can go Boomkin tonite instead of heal, in order to really stress out our Bear tank, I mean to see this in action.