Played a little bit more yesterday. Got a couple levels with my Warrior, and tried a Defiant Bladedancer/Nightblade/Assassin Rogue. Still very low level with both of them.
More on Abilities
The soul trees are pretty interesting. Generally, each tier has about 5 "soul-specific" talent points, and 5 "generic" talent points. That way, if you don't use the soul-specific abilities, you can still climb the tree by investing in the generic talent points.
So far, what I've found is that about 70% of the abilities I use come from the primary soul, about 30% from the secondary soul, and I use one buff or one ability from the tertiary soul.
AoE looting
AoE looting is amazing! You loot one dead mob, and all the surrounding dead mobs you can loot are looted at the same time. All the items appear in one window, and is essentially treated as one transaction.
This change is definitely worth stealing.
Rifts
Rifts are random events that occur fairly often. A portal opens, and enemies spew out. There are several waves, and the UI tracks your progress much like a Public Quest in Warhammer. There's a little contribution meter that tracks your participation, and when the rift is closed, you get a loot bag containing some random items. Mostly special currency to purchase gear, but also crafting items and some sort of trophy items that you collect sets of. Don't really know what you do with the trophy items.
As well, when you first enter the rift area, there's an option to join a public group, and you get dropped into a raid with other people.
I rather like the rifts. They're random, which makes them a nice break from solo questing. You do your quests, see a rift form near you and join up and beat down the rift. Then you go back to questing. It's a nice change of pace that doesn't require a lot to set up or even a great deal of commitment.
I think it might also make healing and tanking a little more attractive. You get a small dose of group content every so often, which is your main purpose as a healer or tank, and you don't really feel the pressure to go DPS to make questing easier.
Now the downsides of rifts is that, so far, they are essentially a giant zerg. There's not a lot of tactics or strategy involved. But then again, this is low-level, and things can change at higher levels.
Friday, February 18, 2011
Wednesday, February 16, 2011
Rift: First Impressions
I took a look at the Rift Open Beta yesterday. Here are my impressions. I didn't get very far, only to about level 7 or so.
Rift is very similar to World of Warcraft and similar quest-driven fantasy MMOs. Trion has deliberately made the interface very familar to WoW players, using much the same hotkeys and layout. This is a positive, in my view.
Class System
Rift's major innovation is its class system. You start by picking a fundamental archetype: Warrior, Cleric, Mage, or Rogue. Then you pick up to three sub-classes, called souls, which focus on different aspects of the base archetype.
It's an interesting system, and in a lot of ways is opposite to the direction that WoW has taken. WoW characters focus on a specific specialization: Holy Paladin versus Retribution Paladin. In contrast, Rift is aiming at the combination of souls taken.
We will see how successful they are. WoW's drive for specialization was driven by the playerbase, because it produced optimal results.
I created a Malthusian (human) Warrior. I choose the Paladin/Warlord/Void Knight souls, pretty much creating a sword-and-shield tank.
Abilities
Gaining abilities in Rift depends on your souls. Each soul is like a talent tree you can invest talent points in. But each talent tree also has a "root" line of abilities. As you invest points in the talent tree, new abilities are unlocked along the root line. So if you put more points in the Paladin tree than the Warlord tree, you unlock more Paladin abilities than Warlord abilities.
Abilities themselves are pretty standard MMO fare so far. Some have cooldowns, debuffs, buffs, reactive abilities etc. Warrior use a combo-point system with generators and finishers.
All in all, it's a very clean system. However, there are a few issues. First, you still have to buy ranks in each ability, so you have to go to a trainer every so often. It seems like this is just extra complexity. Unlocking abilities through talent points was enough, and I think it would work better if your abilities just automatically scaled with your level.
Second, there's a lot of front-loaded complexity. Each soul comes with starter abilities. For example, I have 3 different basic combo-point generator at level 7, and about 5 different buffs. I'm using the Warlord generator and a paladin finisher, and just dropped the other two off my bars. But the sheer number of buttons available at level 7 is a bit overwhelming.
Finally, warriors theoretically have a resource bar, called Power. But so far, Power seems to regenerate faster than I can spend it, so you're really limited by the global cooldown and ability cooldowns. The resource doesn't seem to matter.
Graphics
First, the game is very responsive. No input lag or discontinuity between pressing buttons and results. Animations are solid and fun to watch.
The graphics are pretty decent, but they draw from the green/brown/gray "realistic" palette and thus are not very vibrant or crisp.
As well, apparently Trion belongs to the camp that believes that female plate armor does not need to cover vital areas like the chest or stomach. At least they aren't in high heels, though.
In-game, the performance is very good. I'm not 100% certain that I have the graphics set right, but I set them to Good and everything plays well with a decent framerate.
Oddly though, my system can't seem to handle the cutscenes. I get massive framerate stutters during cutscenes. It's really weird considering that in-game performance is excellent.
Conclusions
Rift seems like a pretty decent game. It's pretty polished and plays well so far. I haven't really gotten into the Rifts part, which seem to be like Warhammer's public quests, or instancing or anything really advanced.
If you're looking for something majorly different than WoW, than Rift is probably not for you. But personally, I'm a fan of choosing one thing to change and then doing a great job with that single change, and that is what Trion is aiming for with their class system.
Rift is very similar to World of Warcraft and similar quest-driven fantasy MMOs. Trion has deliberately made the interface very familar to WoW players, using much the same hotkeys and layout. This is a positive, in my view.
Class System
Rift's major innovation is its class system. You start by picking a fundamental archetype: Warrior, Cleric, Mage, or Rogue. Then you pick up to three sub-classes, called souls, which focus on different aspects of the base archetype.
It's an interesting system, and in a lot of ways is opposite to the direction that WoW has taken. WoW characters focus on a specific specialization: Holy Paladin versus Retribution Paladin. In contrast, Rift is aiming at the combination of souls taken.
We will see how successful they are. WoW's drive for specialization was driven by the playerbase, because it produced optimal results.
I created a Malthusian (human) Warrior. I choose the Paladin/Warlord/Void Knight souls, pretty much creating a sword-and-shield tank.
Abilities
Gaining abilities in Rift depends on your souls. Each soul is like a talent tree you can invest talent points in. But each talent tree also has a "root" line of abilities. As you invest points in the talent tree, new abilities are unlocked along the root line. So if you put more points in the Paladin tree than the Warlord tree, you unlock more Paladin abilities than Warlord abilities.
Abilities themselves are pretty standard MMO fare so far. Some have cooldowns, debuffs, buffs, reactive abilities etc. Warrior use a combo-point system with generators and finishers.
All in all, it's a very clean system. However, there are a few issues. First, you still have to buy ranks in each ability, so you have to go to a trainer every so often. It seems like this is just extra complexity. Unlocking abilities through talent points was enough, and I think it would work better if your abilities just automatically scaled with your level.
Second, there's a lot of front-loaded complexity. Each soul comes with starter abilities. For example, I have 3 different basic combo-point generator at level 7, and about 5 different buffs. I'm using the Warlord generator and a paladin finisher, and just dropped the other two off my bars. But the sheer number of buttons available at level 7 is a bit overwhelming.
Finally, warriors theoretically have a resource bar, called Power. But so far, Power seems to regenerate faster than I can spend it, so you're really limited by the global cooldown and ability cooldowns. The resource doesn't seem to matter.
Graphics
First, the game is very responsive. No input lag or discontinuity between pressing buttons and results. Animations are solid and fun to watch.
The graphics are pretty decent, but they draw from the green/brown/gray "realistic" palette and thus are not very vibrant or crisp.
As well, apparently Trion belongs to the camp that believes that female plate armor does not need to cover vital areas like the chest or stomach. At least they aren't in high heels, though.
In-game, the performance is very good. I'm not 100% certain that I have the graphics set right, but I set them to Good and everything plays well with a decent framerate.
Oddly though, my system can't seem to handle the cutscenes. I get massive framerate stutters during cutscenes. It's really weird considering that in-game performance is excellent.
Conclusions
Rift seems like a pretty decent game. It's pretty polished and plays well so far. I haven't really gotten into the Rifts part, which seem to be like Warhammer's public quests, or instancing or anything really advanced.
If you're looking for something majorly different than WoW, than Rift is probably not for you. But personally, I'm a fan of choosing one thing to change and then doing a great job with that single change, and that is what Trion is aiming for with their class system.
Saturday, February 12, 2011
Light of Dawn
Well, Light of Dawn may or may not transfer via Beacon of Light.
Yeah, I don't know what's going on.
Yeah, I don't know what's going on.
Thursday, February 10, 2011
Ask Coriel: Priest or Paladin?
A reader asks:
Well, I don't really have a lot of experience with priests, especially the new 4.0 priest. But in my guild, one of our best healers is a Holy priest. From what I've seen, priests are still a strong healing class.
I would probably say that priests, especially Holy, are a more complex than paladins, and have a larger healing toolbox. Paladins have a bit more survivability and have more non-healing tools like Hand of Salvation, Freedom, Hammer of Justice, and now Rebuke.
Priests also have a small advantage in that they have two healing styles to choose from, Holy or Disc. But paladins get to hit things with a giant two-handed mace, which is never to be sneered at.
They're both good healing classes. I would suggest that you pick whichever one you like playing best, or whether you think plate armor and shields looks better than cloth armor and staves.
Any thoughts from readers, especially those who've played both classes?
I have a paladin and a priest both. I recently came back to the game for the expansion. I have taken my paladin up to 83 and recently spent some time on my priest leveling him up as well. The other day I hear someone mention that he has bailed on his 85 priest because they are the worst healers at 85 right now.
With your experience on the paladin and your obviously spending a lot of time evaluating the paladin class and raiding. Do you have any quick thoughts on paladin versus priest healing? I want my primary role to be a healer, its what I enjoy.
Well, I don't really have a lot of experience with priests, especially the new 4.0 priest. But in my guild, one of our best healers is a Holy priest. From what I've seen, priests are still a strong healing class.
I would probably say that priests, especially Holy, are a more complex than paladins, and have a larger healing toolbox. Paladins have a bit more survivability and have more non-healing tools like Hand of Salvation, Freedom, Hammer of Justice, and now Rebuke.
Priests also have a small advantage in that they have two healing styles to choose from, Holy or Disc. But paladins get to hit things with a giant two-handed mace, which is never to be sneered at.
They're both good healing classes. I would suggest that you pick whichever one you like playing best, or whether you think plate armor and shields looks better than cloth armor and staves.
Any thoughts from readers, especially those who've played both classes?
Wednesday, February 09, 2011
Guild LF A Couple Healers
My guild, Ad Infinitum, is looking for a few more healers. We're 10/12 normal at the moment, missing Nefarian and Al'Akir.
We raid 3 nights a week: Wednesday, Sunday, Monday from 7pm to 11pm PST.
If this sounds like something you'd be interested in, we'd love to have you put in an application.
If you're not a healer, feel free to apply as well, we're always on the lookout for good players. If you have any questions about the guild, I can answer in the comments, or you can email me at rverghes@gmail.com.
We raid 3 nights a week: Wednesday, Sunday, Monday from 7pm to 11pm PST.
If this sounds like something you'd be interested in, we'd love to have you put in an application.
If you're not a healer, feel free to apply as well, we're always on the lookout for good players. If you have any questions about the guild, I can answer in the comments, or you can email me at rverghes@gmail.com.
Tuesday, February 01, 2011
Sheep and Wolves
It's something of an article of faith among MMO literati that hardcore PvP games with consequences cannot really thrive. The line of thought goes something like:
I can't really disagree with that argument. I rather doubt people will pay to be killed in PvP, with consequences like losing gear. But what if the idea was flipped?
If people won't pay to be sheep, will people pay to be wolves?
There are a lot of Free-2-Play games running around. What if one of the things for sale was the ability to attack and kill other characters? I.e. normally, players can't initiate attacks on other players. But if you subscribe, you can attack other players, and they can fight back. I'm talking full PvP with looting rights, a la original Ultima Online.
The thing is, in a F2P game, the players who don't pay primarily exist to entertain the the people who shell out money. To provide people to play with, to fill out dungeon groups, to create an economy that the subscriber can participate in.
It's merely a step further to suggest that, when it comes to PvP in an F2P game, the non-payers exist to be sheep for the subscriber wolves.
And hey, if you don't like being ganked, maybe you could pay more to be immune to PvP attacks.
In a PvP game, some people are wolves and everyone else end up as sheep. Who is going to pay to be a sheep?
I can't really disagree with that argument. I rather doubt people will pay to be killed in PvP, with consequences like losing gear. But what if the idea was flipped?
If people won't pay to be sheep, will people pay to be wolves?
There are a lot of Free-2-Play games running around. What if one of the things for sale was the ability to attack and kill other characters? I.e. normally, players can't initiate attacks on other players. But if you subscribe, you can attack other players, and they can fight back. I'm talking full PvP with looting rights, a la original Ultima Online.
The thing is, in a F2P game, the players who don't pay primarily exist to entertain the the people who shell out money. To provide people to play with, to fill out dungeon groups, to create an economy that the subscriber can participate in.
It's merely a step further to suggest that, when it comes to PvP in an F2P game, the non-payers exist to be sheep for the subscriber wolves.
And hey, if you don't like being ganked, maybe you could pay more to be immune to PvP attacks.
Monday, January 31, 2011
Gearscore for Guilds
If you look at the new Raid and Guild Leadership forums, you'll see that there's a fair amount of antipathy for Blizzard's new guild levelling scheme. There's a lot of small guild leaders bemoaning the fact that everyone wants perks, so they join the higher level guilds which have unlocked more perks.
While there's probably a little bit of perk-hunting going on, I think that most people are opting for higher-level guilds for a reason closer to the reasons behind Gearscore.
Gearscore was a weak proxy for raid experience which in turn is a weak proxy for effectiveness. People used Gearscore because they wanted to have successful pick-up raids, and didn't really have any other quick and easy method to evaluate strangers.
In the same way, people join guilds for new opportunities. Opportunities to meet new people, do new content, earn a high PvP rank, etc. People leave guilds when they feel they can't obtain those new opportunities.
Guild levels are a weak proxy for activity, which is a weak proxy for opportunities. It's not a big stretch to say that a Level 13 guild is more active than a Level 4 guild. There are probably more people playing regularly and actually doing stuff in the high level guild than the low level guild. And in turn, there's probably more opportunity to do stuff in an active guild than in an inactive guild.
Now, of course this may not be strictly true. For example, the raid team could be fully established, with no room for you. Or the players could be very clique-ish. Or maybe the tenor of guild chat is offensive to you.
But on the whole, that Level 13 guild probably offers more opportunities than the Level 4 guild. So people prefer to join the higher level guilds, even though they are not motivated solely by perks.
Of course, though, this leaves the same problem as Gearscore: how do you bootstrap yourself to a higher level? You need people to become an active guild, but people won't join you until you become an active guild.
I don't really have any solutions for that part.
While there's probably a little bit of perk-hunting going on, I think that most people are opting for higher-level guilds for a reason closer to the reasons behind Gearscore.
Gearscore was a weak proxy for raid experience which in turn is a weak proxy for effectiveness. People used Gearscore because they wanted to have successful pick-up raids, and didn't really have any other quick and easy method to evaluate strangers.
In the same way, people join guilds for new opportunities. Opportunities to meet new people, do new content, earn a high PvP rank, etc. People leave guilds when they feel they can't obtain those new opportunities.
Guild levels are a weak proxy for activity, which is a weak proxy for opportunities. It's not a big stretch to say that a Level 13 guild is more active than a Level 4 guild. There are probably more people playing regularly and actually doing stuff in the high level guild than the low level guild. And in turn, there's probably more opportunity to do stuff in an active guild than in an inactive guild.
Now, of course this may not be strictly true. For example, the raid team could be fully established, with no room for you. Or the players could be very clique-ish. Or maybe the tenor of guild chat is offensive to you.
But on the whole, that Level 13 guild probably offers more opportunities than the Level 4 guild. So people prefer to join the higher level guilds, even though they are not motivated solely by perks.
Of course, though, this leaves the same problem as Gearscore: how do you bootstrap yourself to a higher level? You need people to become an active guild, but people won't join you until you become an active guild.
I don't really have any solutions for that part.
Wednesday, January 26, 2011
Odd PuG Group
Had a rather interesting pickup group the other day. It was heroic Blackrock Caverns.
I zoned in and joined Tank1, Dps1, Dps2, and Dps3. They were all from the same guild. We kill the first boss, good group, all DPS over 9k. I'm thinking it will be a quick clean run.
Then Tank1 leaves the group. Tank2 joins from LFD. Then Dps1, Dps2, and Dps3 leave as well. They are replaced by Dps4, Dps5, and Dps6.
I'm not really certain what's going on, but we continue on to Corla. We wipe once, because it's Dps4's first time with the beams, and he screws up. Dps5 and Dps6 leave the group, and are replaced with Dps7 and Dps8.
We kill Corla cleanly and move on. We wipe once on Karsh Steelbender, I think because the tank didn't pull the boss out of the fire fast enough. Tank2 leaves, followed by Dps7 and Dps8.
Tank3 joins along with Dps9 and Dps10. We kill Karsh Steelbender, and then kill the end boss, skipping Beauty.
It was a really odd run. There were only two wipes, one per boss, so it wasn't like a wipefest. Yet I went through 3 tanks and 10 dps to complete that run.
I zoned in and joined Tank1, Dps1, Dps2, and Dps3. They were all from the same guild. We kill the first boss, good group, all DPS over 9k. I'm thinking it will be a quick clean run.
Then Tank1 leaves the group. Tank2 joins from LFD. Then Dps1, Dps2, and Dps3 leave as well. They are replaced by Dps4, Dps5, and Dps6.
I'm not really certain what's going on, but we continue on to Corla. We wipe once, because it's Dps4's first time with the beams, and he screws up. Dps5 and Dps6 leave the group, and are replaced with Dps7 and Dps8.
We kill Corla cleanly and move on. We wipe once on Karsh Steelbender, I think because the tank didn't pull the boss out of the fire fast enough. Tank2 leaves, followed by Dps7 and Dps8.
Tank3 joins along with Dps9 and Dps10. We kill Karsh Steelbender, and then kill the end boss, skipping Beauty.
It was a really odd run. There were only two wipes, one per boss, so it wasn't like a wipefest. Yet I went through 3 tanks and 10 dps to complete that run.
Tuesday, January 25, 2011
Direction of Holy Paladin Mana
I'm not really happy with the direction Holy Paladin mana seems to be going.
In the run up to Cataclysm, Blizzard said that they were aiming to make mana matter. That a good healer would conserve mana by healing efficiently. By using the right heal at the right time. By reducing overheal.
I liked that idea. It seemed good, a way to get back to the basics of healing.
But paladins seem to be going in a different direction. Rather than worrying about healing efficiently, paladin mana management seems to be boiling down to:
Gimmick. Gimmick. Gimmick.
All I want to do is heal. I don't see what was so wrong with letting us heal without having to worry about all this other stuff.
If I had my way, I wouldn't raise the cost of paladin heals by 10%. I'd be axing Divine Plea, mana return on Seal of Insight, Tower of Radiance, and Blessed Life.
If you want costs to matter, you can't keep putting in mechanics that evade costs.
In the run up to Cataclysm, Blizzard said that they were aiming to make mana matter. That a good healer would conserve mana by healing efficiently. By using the right heal at the right time. By reducing overheal.
I liked that idea. It seemed good, a way to get back to the basics of healing.
But paladins seem to be going in a different direction. Rather than worrying about healing efficiently, paladin mana management seems to be boiling down to:
- How good are you at Judging on cooldown?
- How good are you at hitting Divine Plea on cooldown?
- How good are you at abusing Holy Power generation via Tower of Radiance or Blessed Life or 1-pt WoG/Protector of the Innocent/Beacon Transfer or even Crusader Strike?
Gimmick. Gimmick. Gimmick.
All I want to do is heal. I don't see what was so wrong with letting us heal without having to worry about all this other stuff.
If I had my way, I wouldn't raise the cost of paladin heals by 10%. I'd be axing Divine Plea, mana return on Seal of Insight, Tower of Radiance, and Blessed Life.
If you want costs to matter, you can't keep putting in mechanics that evade costs.
Tuesday, January 18, 2011
Quick Note On Random PuGs
I don't know why people are so down on random LFD groups. I get random groups with four people sporting [The Light of Dawn] title.
And even better, none of them wore plate, so I got all the plate DPS loot.
*grin*
And even better, none of them wore plate, so I got all the plate DPS loot.
*grin*
Monday, January 17, 2011
My Holy Setup and Macros
Alright, I've been bouncing around Holy playstyle for a bit now, and I think I've come up with a setup that's making me happy. This is what I'm currently doing in game. I'm not 100% sure it's what is recommended by Elitist Jerks, et al. Last time I looked at EJ, they seem to have gotten distracted by trying to find the maximum possible rate of Holy Power generation. Which, to me, is sort of missing the forest for the trees.
So this is my current setup.
Talent Spec
Current spec and Glyphs: 31/5/5
I take the Word of Glory points, skip Tower of Radiance, and put 1 point in Blessed Life.
Spells
On the Word of Glory side, WoG is really good for tank healing. Even if it does less healing than Light of Dawn, it's much easier to keep a tank up with it. I put Beacon on one tank, and mainly focus the other tank.
Healing-wise, my seal is Seal of Insight naturally. My main rotation is 3pt WoG (or LoD if need more raid healing), then Holy Shock, then a HS-DL macro:
What I've found is that if I only use HL as a filler, I spend almost no mana, but it seems to need a little more punch. If I try and use DL as a filler, I go dry very fast. The 2:1 ratio of HL:DL seems to drain mana at a nice rate, while doing a solid amount of healing.
Of course, if you need to bust out DL or FoL for intense healing you still can. I've macro'd Guardian of Ancient Kings with DL, so that the emergency heals start together.
I've also macro'd my trinkets and Divine Protection to Holy Shock, to get maximum use out of them.
The last macro I use is Holy Radiance and Divine Favor or Avenging Wrath.
What this does is trigger one of Divine Favor or Avenging Wrath. It casts whichever one is not on cooldown, or randomly picks one if both are available. I find it's good for spreading out your CDs, while still ensuring that your Holy Radiances are boosted.
Edit: As people have indicated in the comments, this does not work as I intended. The /castrandom can choose the spell on CD, and if that happens then it won't choose a different spell until it casts the original spell.
So that's healing spells. Also don't forget Blessing of Sacrifice and Judge often. I definitely need to improve the amount I judge.
Stats and Gear
Main stat is Intellect. Intellect flask and food.
Secondary stat order: Spirit > Haste > Crit > Mastery.
Reforge Mastery then Crit to Spirit then Haste. Enchants focuses on stats as presented, but get Run Speed to boots.
For gems, I think the stat bonuses are worth it this time around, so red Int gems, orange Int/Haste gems, and blue Int/Spi gems.
Personally, I don't worry about specific gear pieces, just upgrade whenever possible.
Conclusions
So that's my current Holy setup for raids. It seems pretty decent so far.
So this is my current setup.
Talent Spec
Current spec and Glyphs: 31/5/5
I take the Word of Glory points, skip Tower of Radiance, and put 1 point in Blessed Life.
Spells
On the Word of Glory side, WoG is really good for tank healing. Even if it does less healing than Light of Dawn, it's much easier to keep a tank up with it. I put Beacon on one tank, and mainly focus the other tank.
Healing-wise, my seal is Seal of Insight naturally. My main rotation is 3pt WoG (or LoD if need more raid healing), then Holy Shock, then a HS-DL macro:
/castsequence Holy Light, Holy Light, Divine Light
What I've found is that if I only use HL as a filler, I spend almost no mana, but it seems to need a little more punch. If I try and use DL as a filler, I go dry very fast. The 2:1 ratio of HL:DL seems to drain mana at a nice rate, while doing a solid amount of healing.
Of course, if you need to bust out DL or FoL for intense healing you still can. I've macro'd Guardian of Ancient Kings with DL, so that the emergency heals start together.
/cast Guardian of Ancient Kings
/cast Divine Light
I've also macro'd my trinkets and Divine Protection to Holy Shock, to get maximum use out of them.
/castrandom Divine Favor, Avenging Wrath
/cast Holy Radiance
What this does is trigger one of Divine Favor or Avenging Wrath. It casts whichever one is not on cooldown, or randomly picks one if both are available. I find it's good for spreading out your CDs, while still ensuring that your Holy Radiances are boosted.
Edit: As people have indicated in the comments, this does not work as I intended. The /castrandom can choose the spell on CD, and if that happens then it won't choose a different spell until it casts the original spell.
So that's healing spells. Also don't forget Blessing of Sacrifice and Judge often. I definitely need to improve the amount I judge.
Stats and Gear
Main stat is Intellect. Intellect flask and food.
Secondary stat order: Spirit > Haste > Crit > Mastery.
Reforge Mastery then Crit to Spirit then Haste. Enchants focuses on stats as presented, but get Run Speed to boots.
For gems, I think the stat bonuses are worth it this time around, so red Int gems, orange Int/Haste gems, and blue Int/Spi gems.
Personally, I don't worry about specific gear pieces, just upgrade whenever possible.
Conclusions
So that's my current Holy setup for raids. It seems pretty decent so far.
Thursday, January 13, 2011
Heroic Difficulty
Judging from the comments on the last post, I think some people may have misconstrued my sentiments about heroic difficulty. Here's my real thoughts:
Heroics need to be nerfed.
Just so you understand, I've pugged every single heroic. I had full i346 before I got a single piece of raid loot.
Heroics are hard and challenging. But they need to be nerfed.
Why? Because of the space heroics currently occupy in the game. Heroics are a necessary stepping stone to raids. If people fall off the path in heroics, before they ever get to raiding, raiding will be a disaster this expansion. What's the point of 4.1 with new raid tiers if the majority of the playerbase is struggling with heroics?
The decision to release raids with Cataclysm was a total mistake. If raids had not released, heroics would not be a stepping stone, they would be the current endgame. And they are pitch-perfect difficulty to be endgame for a couple months.
But with the route Blizzard took, heroics are not endgame, they're a mere stepping stone to endgame. And they are too difficult for a stepping stone, given the probable timespan to the next major patch. Thus they need to be nerfed to match the proper difficulty for their placement.
Heroics need to be nerfed.
Just so you understand, I've pugged every single heroic. I had full i346 before I got a single piece of raid loot.
Heroics are hard and challenging. But they need to be nerfed.
Why? Because of the space heroics currently occupy in the game. Heroics are a necessary stepping stone to raids. If people fall off the path in heroics, before they ever get to raiding, raiding will be a disaster this expansion. What's the point of 4.1 with new raid tiers if the majority of the playerbase is struggling with heroics?
The decision to release raids with Cataclysm was a total mistake. If raids had not released, heroics would not be a stepping stone, they would be the current endgame. And they are pitch-perfect difficulty to be endgame for a couple months.
But with the route Blizzard took, heroics are not endgame, they're a mere stepping stone to endgame. And they are too difficult for a stepping stone, given the probable timespan to the next major patch. Thus they need to be nerfed to match the proper difficulty for their placement.
Wednesday, January 12, 2011
Catering to Casuals
So Blizzard is toning down some of the heroics in the upcoming 4.0.6. Personally, I didn't think they were that bad. I've done them all, usually in a PuG. It's not a guaranteed success every run, sometimes you just wipe. But my PuGs have been pretty decent. Still, I wouldn't mind not wincing whenever I see the Stonecore loading screen.
But one nerf is a nerf too far. A veritable slap in the face for all of Blizzard's dedicated players.
I've broken out the Elitist Jerks spreadsheets, and run numerous sims, and can say with confidence that this nerf results in a 17% decrease in fun for this fight (19% for rogues).
Using my status as a serious Internet pundit, I demand that Blizzard revert this nerf! If they don't, I will threaten to quit (but not actually quit--let's not go crazy here).
(Seriously, what's up with this change?)
But one nerf is a nerf too far. A veritable slap in the face for all of Blizzard's dedicated players.
The final rope swing while fighting Vanessa VanCleef has been removed. Players no longer need to swing off of the boat at the end of phase 3.
I've broken out the Elitist Jerks spreadsheets, and run numerous sims, and can say with confidence that this nerf results in a 17% decrease in fun for this fight (19% for rogues).
Using my status as a serious Internet pundit, I demand that Blizzard revert this nerf! If they don't, I will threaten to quit (but not actually quit--let's not go crazy here).
(Seriously, what's up with this change?)
Monday, January 10, 2011
Tol Barad
Blizzard has a very interesting post on Tol Barad today. It turns out that Blizzard deliberately made it easier to defend, because they didn't want it to just flip sides, and to make capturing it a more momentous event.
Of course they made it too hard, and they increased the rewards to 10x for the attacking team. Which promptly led to win-trading to maximize honor gained for both sides. Blizzard recently reduced the honor for winning, and Tol Barad seems more or less back to normal.
On a side-note, its interesting to note that the reverse scenario does not produce win-trading, while still encouraging people to fight hard. If defending is harder than attacking, but defending has 10x rewards, you don't get win-trading. This is because winning as defense keeps you in the defensive position. But it doesn't accomplish the goal of making captures a momentous event. It makes a successful defense a momentous event.
First, I really wonder if fiddling with rewards will ever produce the result they want. Can motivation to win really outweigh the mechanical advantage, especially in an ad hoc group?
A commenter at MMO-Champion described the situation as two extremes: either the defending faction always holds Tol Barad, or Tol Barad switches every battle. Blizzard is aiming for something in-between. But it seems like this genre always ends up hugging one extreme or the other, so I'm not sure if Blizzard can hit the mark.
My solution to Tol Barad, given Blizzard's goals, is to leave the map weighted in favor of defense. Then I would add a stacking buff (a la ICC) to the attacking side, Attacker's Resolve. Each time the attackers fail to capture the island, the buff increases. When they do capture the island, the buff resets and goes to the other faction. The amount of honor the defense gets for winning would scale with the buff.
What this does is ensure that eventually the mechanical advantage goes from defender to attacker. It might take a while, and the exact point where the switchover happens is uncertain. Meanwhile, the defenders are always attracted by the honor gain, especially when the buff starts to get high. That means that more attackers can join the battle, since it's one-for-one.
But the defense still needs to win to gain the honor, they can't throw the game, and the attackers are less likely to throw the game because the defenders would remain in the desired position.
(It's possible that a server would come to an agreement to always switch when the buff reaches a certain point, but it's almost impossible to prevent that without making the reward zero-sum. You could remove the reward increase, but that might encourage defenders to stop showing up after a certain point.)
Basically Tol Barad would boil down to an equation. When does:
Attacker Skill + Attacker's Resolve Buff = Defender Skill + Defender Map Advantage
It might be a different point for each server, or be different for different times of the day. But eventually, the attackers would win, and the island would change hands. There would always be hope that this battle would be the tipping point.
Of course they made it too hard, and they increased the rewards to 10x for the attacking team. Which promptly led to win-trading to maximize honor gained for both sides. Blizzard recently reduced the honor for winning, and Tol Barad seems more or less back to normal.
On a side-note, its interesting to note that the reverse scenario does not produce win-trading, while still encouraging people to fight hard. If defending is harder than attacking, but defending has 10x rewards, you don't get win-trading. This is because winning as defense keeps you in the defensive position. But it doesn't accomplish the goal of making captures a momentous event. It makes a successful defense a momentous event.
First, I really wonder if fiddling with rewards will ever produce the result they want. Can motivation to win really outweigh the mechanical advantage, especially in an ad hoc group?
A commenter at MMO-Champion described the situation as two extremes: either the defending faction always holds Tol Barad, or Tol Barad switches every battle. Blizzard is aiming for something in-between. But it seems like this genre always ends up hugging one extreme or the other, so I'm not sure if Blizzard can hit the mark.
My solution to Tol Barad, given Blizzard's goals, is to leave the map weighted in favor of defense. Then I would add a stacking buff (a la ICC) to the attacking side, Attacker's Resolve. Each time the attackers fail to capture the island, the buff increases. When they do capture the island, the buff resets and goes to the other faction. The amount of honor the defense gets for winning would scale with the buff.
What this does is ensure that eventually the mechanical advantage goes from defender to attacker. It might take a while, and the exact point where the switchover happens is uncertain. Meanwhile, the defenders are always attracted by the honor gain, especially when the buff starts to get high. That means that more attackers can join the battle, since it's one-for-one.
But the defense still needs to win to gain the honor, they can't throw the game, and the attackers are less likely to throw the game because the defenders would remain in the desired position.
(It's possible that a server would come to an agreement to always switch when the buff reaches a certain point, but it's almost impossible to prevent that without making the reward zero-sum. You could remove the reward increase, but that might encourage defenders to stop showing up after a certain point.)
Basically Tol Barad would boil down to an equation. When does:
Attacker Skill + Attacker's Resolve Buff = Defender Skill + Defender Map Advantage
It might be a different point for each server, or be different for different times of the day. But eventually, the attackers would win, and the island would change hands. There would always be hope that this battle would be the tipping point.
Sunday, January 09, 2011
Light of Dawn versus Word of Glory
Before this week, I tended to use Word of Glory almost exclusively. Especially with the 40% nerf, it seemed like Light of Dawn didn't really match up. But then I took a look at logs from a raid night. It turned out that WoG didn't actually do that much healing, less than 10% of my total.
It was somewhat concerning, especially when you consider that the standard Holy Paladin build spends 4 talent points and a Prime Glyph to support that single spell. So I experimented with a build that eschews the WoG points, and cast Light of Dawn exclusively.
I think it actually worked out better in terms of total healing done, at least for 25-man raids. It was okay in heroics, but I liked WoG a little better there.
Side Notes:
So I'm still thinking about the best Holy playstyle. So far, I much prefer using Light of Dawn as the Holy Power finisher, rather than Word of Glory.
I'm considering trying a build like 31/3/7, and seeing how that works.
It was somewhat concerning, especially when you consider that the standard Holy Paladin build spends 4 talent points and a Prime Glyph to support that single spell. So I experimented with a build that eschews the WoG points, and cast Light of Dawn exclusively.
I think it actually worked out better in terms of total healing done, at least for 25-man raids. It was okay in heroics, but I liked WoG a little better there.
Side Notes:
- Blessed Life contributed about 10% extra Holy Power (70 points to Holy Shock's 736).
- Word of Glory contributed more (170 points) but it meant that I was mostly using Word of Glory. Light of Dawn's total healing was still higher, even with less Holy Power.
- Tower of Radiance barely contributed any points (11 tonight). Partially that's due to my healing style, but right now it's looking like a terrible waste of talent points.
- I've changed my mind on Haste versus Crit. I forgot that one spell, Holy Radiance, does have a straight HPM benefit from Haste. And Holy Radiance does a ton of healing.
- As well, healing feels "snappier" with a lot of haste. It just seems to play better, even if you are spending mana at a faster rate.
So I'm still thinking about the best Holy playstyle. So far, I much prefer using Light of Dawn as the Holy Power finisher, rather than Word of Glory.
I'm considering trying a build like 31/3/7, and seeing how that works.
Saturday, January 01, 2011
A Johnny Moment with DK Tanks
WoW theorycraft is pretty straightforward. However, occasionally you stumble across something clever and unusual. Something Johnny would appreciate.
I had one such moment when looking at Death Knight tank theorycraft recently.
I was looking at DK tank builds, and came up with a nice Blood/Unholy build. Then I popped over to Elitist Jerks to see how far off accepted theorycraft I was. I was surprised to the see that the suggested DK tank build went 6 points into the Frost tree to pick up Lichborne.
Spending 6 points to pick up a fear break seemed unusually situational to me. So I kept reading. And it turns out the real reason behind Lichborne is kind of cool.
Lichborne turns you into an undead for 10 seconds. Death Coil can be used to heal undead. And [Glyph of Death's Embrace] makes the heal very cheap.
It all gets combined into a macro that essentially turns Lichborne into a quasi-tank cooldown, helping the DK to heal herself back up after a big hit:
Pretty clever, in my opinion. A moment for Johnnies to appreciate.
I had one such moment when looking at Death Knight tank theorycraft recently.
I was looking at DK tank builds, and came up with a nice Blood/Unholy build. Then I popped over to Elitist Jerks to see how far off accepted theorycraft I was. I was surprised to the see that the suggested DK tank build went 6 points into the Frost tree to pick up Lichborne.
Spending 6 points to pick up a fear break seemed unusually situational to me. So I kept reading. And it turns out the real reason behind Lichborne is kind of cool.
Lichborne turns you into an undead for 10 seconds. Death Coil can be used to heal undead. And [Glyph of Death's Embrace] makes the heal very cheap.
It all gets combined into a macro that essentially turns Lichborne into a quasi-tank cooldown, helping the DK to heal herself back up after a big hit:
#showtooltip Lichborne
/cast Lichborne;
/cast [@player] Death Coil
Pretty clever, in my opinion. A moment for Johnnies to appreciate.
Tuesday, December 21, 2010
Tips for Holy Paladins in Heroics
Through a combination of pugging, guild runs, and quasi-guild runs, I've managed to do all the heroics in Cataclysm. They're really good, and moderately hard. They really reward knowing the fight and executing correctly. Here are some tips that may help Holy paladins working on instances.
Those are some tips for paladin healing in heroics. The biggest thing though, is familiarity with the fights. Once you know what to do, they become a lot easier.
Any other tips for Holy Paladins?
- Cleanse - Seriously, Cleanse early, Cleanse often. Cleanse is expensive, so you do have to watch for debuffs that stack faster than you can Cleanse. If you're doing heroics exclusively, I'd strongly suggest Glyph of Cleanse.
- Run First, Heal After - If you are ever presented with the choice of running to avoid a fight mechanic, or finishing your cast, choose to run. Fight mechanics are far more likely to kill people than straight up damage. As well, practice healing while moving with Holy Shock and Word of Glory.
- Use Cooldowns - Get into the habit of using your cooldowns religiously. We have 5 cooldowns, in addition to any trinkets: Lay On Hands, Blessing of Sacrifice, Divine Favor, Avenging Wrath, and Guardian of Ancient Kings.
Hand of Sacrifice is pretty strong now. You get a lot of self-healing with Protector of the Innocent, so it usually does not hurt to use it on the tank liberally. I like using it at the start of trash pulls when it's up.
Use the shorter cooldowns on trash. They'll come back up in time for the bosses. I generally like alternating Divine Favor and Avenging Wrath on trash pulls. Use cooldowns at the start of the pull, when you have the most mobs beating on the tank.
Lay on Hands is very powerful. It essentially resets a tank's health to full, and gives you a chunk of mana with the Glyph. Use it aggressively on boss fights, especially when it feels like you've fallen behind.
Guardian of the Ancient Kings casts the same single-target spell on the same target that you do. Ideally, you want to use Divine Light to maximize the healing done when your Guardian is up. I like popping GoAK at about 20%-ish, to stabilize the fight and bring it home. But use it aggressively and early if you need to.
I also don't like overlapping cooldowns. Unlike DPS, it feels like you get more time with stronger heals if you spread them out.
Use cooldowns aggressively, and don't be afraid to "waste" them. - Resistance Aura - My aura of choice is Resistance Aura. Things just seem more stable when Resistance Aura is up. As well, you can use Aura Mastery as an extra cooldown during periods of mass damage. I do switch to Devotion Aura if there is no Fire, Shadow or Frost damage in the fight, but that's pretty rare. Raid damage tends to be magical.
- Judge Often - try and judge as often as you can, especially on adds. It's extra damage and helps keep your mana high.
- Use Holy Radiance to Move Faster - The talent Speed of Light increases your run speed when you cast Holy Radiance. A lot of times, the entire group will need to move because they are taking damage. If you pop Holy Radiance as you start moving, not only will you heal people as they take damage, but you will move out of the fire that much faster.
Those are some tips for paladin healing in heroics. The biggest thing though, is familiarity with the fights. Once you know what to do, they become a lot easier.
Any other tips for Holy Paladins?
Thursday, December 16, 2010
Haste Versus Crit for Holy Paladins
In all the theorycraft for Holy paladins I've seen so far, everyone automatically values Haste above Critical Strike chance. I'm not really sure I follow this logic.
Haste improves your Healing-Per-Second (HpS). But it also hurts your Mana-Spent-Per-Second (MpS), and does not change your Healing-Per-Mana (HpM). Crit, on the other hand, improves your HpS and HpM, but does not change your MpS, at least not directly.
Right now, it seems to me that the real limit on healing is mana. Therefore we should be valuing stats which improve HpM above all else.
It's true that you can't count on crit in the short term, but you can count on it in the long run. In the current environment, one heal isn't enough to restore someone to full health. In that environment, crit helps a lot. It buys you time, and allows you to get away with casting less spells. If you need three casts to bring someone up to full, and one of the first two spells crit, maybe you don't need to cast that third spell.
If you need high HpS, that's Flash of Light and Divine Light are for. Haste was awesome for the world when you absolutely need the heal to hit right now or the tank dies. But I find that I don't really encounter that situation, at least in heroics. Or if it's close to that, Holy Shock, Word of Glory, and Flash of Light are fast enough already.
What I've found in heroics is that I really, really want to see spells crit. A crit spell usually means that I don't have to cast a follow-up spell on that target, and I can move onto the next target in triage faster.
So that's my view on crit versus haste. As of right now, I think I'd rather take crit gear over haste gear. I just don't think the advantages of haste gear are of real value in the current healing environment.
A couple of caveats, though. I haven't tried any raids, so I don't know if this changes. Second, this is just haste versus crit. Spirit is still the best secondary stat, while I think the jury is still deliberating over Mastery.
Haste improves your Healing-Per-Second (HpS). But it also hurts your Mana-Spent-Per-Second (MpS), and does not change your Healing-Per-Mana (HpM). Crit, on the other hand, improves your HpS and HpM, but does not change your MpS, at least not directly.
Right now, it seems to me that the real limit on healing is mana. Therefore we should be valuing stats which improve HpM above all else.
It's true that you can't count on crit in the short term, but you can count on it in the long run. In the current environment, one heal isn't enough to restore someone to full health. In that environment, crit helps a lot. It buys you time, and allows you to get away with casting less spells. If you need three casts to bring someone up to full, and one of the first two spells crit, maybe you don't need to cast that third spell.
If you need high HpS, that's Flash of Light and Divine Light are for. Haste was awesome for the world when you absolutely need the heal to hit right now or the tank dies. But I find that I don't really encounter that situation, at least in heroics. Or if it's close to that, Holy Shock, Word of Glory, and Flash of Light are fast enough already.
What I've found in heroics is that I really, really want to see spells crit. A crit spell usually means that I don't have to cast a follow-up spell on that target, and I can move onto the next target in triage faster.
So that's my view on crit versus haste. As of right now, I think I'd rather take crit gear over haste gear. I just don't think the advantages of haste gear are of real value in the current healing environment.
A couple of caveats, though. I haven't tried any raids, so I don't know if this changes. Second, this is just haste versus crit. Spirit is still the best secondary stat, while I think the jury is still deliberating over Mastery.
Tuesday, December 14, 2010
Twilight Highlands, Heroic Grim Batol
So it seems that no one cares about spoilers, so I'll just not worry about them. I will tag posts with info about what will be spoiled.
This post contains minor spoilers about Twilight Highlands.
So I finished Twilight Highlands, which was an outstanding zone. Quite honestly, it redeemed the rest of the expansion for me. The Wildhammer questline was superb, as was the Maw of Madness line and the initial questline. Oh, and the dragon line. Actually, pretty much everything was awesome.
As well, I think that [The Worldbreaker] may quite possibly be the single finest quest in the game. The only word to describe that quest is elegance. That was immersion on so many levels. For me, it evoked the exact reaction in myself that it was intended to invoke in my character. Seriously, this was utterly brilliant, and would be extra-ordinarily hard to replicate in another medium.
With respect to Roger Ebert, WoW approached art right there.
Also, I did my first heroic dungeon today. I signed up for regular Grim Batol, which I hadn't done before, intending to do the dungeon quests. We did the first trash pack, and I thought that Grim Batol seemed a bit harder than the other instances. Then the tank said he was in Holy gear, so I figured that explained it. He changed to tanking gear, we keep going and it doesn't seem to get easier. Then someone says something, and I realize I accidentally signed up for Heroic Grim Batol!
It wasn't that bad. We wiped a bunch on the first and third bosses, but one-shot the second and fourth. Really, once you learn how to do the fights, they're pretty straightforward. Mana is a bit of an issue, but using a core of Holy Shock, Word of Glory and Holy Light, then sprinkling in Divine Light and Holy Radiance as necessary worked pretty well for me.
This post contains minor spoilers about Twilight Highlands.
So I finished Twilight Highlands, which was an outstanding zone. Quite honestly, it redeemed the rest of the expansion for me. The Wildhammer questline was superb, as was the Maw of Madness line and the initial questline. Oh, and the dragon line. Actually, pretty much everything was awesome.
As well, I think that [The Worldbreaker] may quite possibly be the single finest quest in the game. The only word to describe that quest is elegance. That was immersion on so many levels. For me, it evoked the exact reaction in myself that it was intended to invoke in my character. Seriously, this was utterly brilliant, and would be extra-ordinarily hard to replicate in another medium.
With respect to Roger Ebert, WoW approached art right there.
Also, I did my first heroic dungeon today. I signed up for regular Grim Batol, which I hadn't done before, intending to do the dungeon quests. We did the first trash pack, and I thought that Grim Batol seemed a bit harder than the other instances. Then the tank said he was in Holy gear, so I figured that explained it. He changed to tanking gear, we keep going and it doesn't seem to get easier. Then someone says something, and I realize I accidentally signed up for Heroic Grim Batol!
It wasn't that bad. We wiped a bunch on the first and third bosses, but one-shot the second and fourth. Really, once you learn how to do the fights, they're pretty straightforward. Mana is a bit of an issue, but using a core of Holy Shock, Word of Glory and Holy Light, then sprinkling in Divine Light and Holy Radiance as necessary worked pretty well for me.
Sunday, December 12, 2010
Cataclysm Impressions
So how was your first week of Cataclysm? I've hit 85 on Coriel, and have done Hyjal, Vashj'ir, Deepholm, and Uldum. I'm currently working on Twilight Highlands. I've done several of the normal dungeons, but haven't yet tried heroics.
For zones, Hyjal was pretty decent. There was one major story element I disliked, but other than that the zone was well done. I'll talk about that element in a future post. I did like that the "torture" quest in Hyjal introduced options, including the choice to kill or let the target go.
I didn't really like Vashj'ir. I'm not really sure why. Perhaps it was the pervasive "blueness". The Battlemaiden quests were very nice. Upcoming raid boss, hopefully. :)
Deepholm was okay, but rather middle-of-the-road. I do find it interesting how Blizzard is moving to differentiate shaman from druids, lore-wise. Especially with the introduction of goblin shamans, shamanism appears to be moving in a more "muscular" direction. More about controlling the elements, rather than working with them.
Uldum was ... almost amazing. That's probably an odd reaction to have. The thing is that there is this trend I've noticed with Cataclysm quests (will talk about it in another post), but that trend is making quests less enjoyable for me, and it was quite pronounced in this zone.
The dungeons are interesting. The bosses are well done, and becoming more and more like mini-raid bosses than ever before. I rather like the new emphasis on healer mana. It's not a big issue early on, but becomes much more obvious in the 85 dungeons. It's also amazing what a big difference "aware" DPS makes to healing now. It's like night and day.
Also, ranged dps, please stop moving behind the paladin healer. Try and stand in between the healer and the tank.
However, I'm not sure I like getting mana back on Judgement. I know I've argued for it in the past, but after seeing it in play, I think I was wrong. It creates this feeling that I *have* to judge on cooldown, when I'd rather focus on keeping my group up. Especially with the Judgement cooldown being 8s. I don't mind Judging once every 20 to 30 seconds or once a minute like in previous expansions. It didn't seem to play such a large role in the healing rotation. But at 8 seconds, it quite spoils the rhythm of healing.
Finally, what do you think of spoilers? I know I've been intentionally vague in some of the descriptions above to avoid spoiling things. Personally, I hate spoilers with a vengeance. But at the same time, it's really hard to discuss stories without discussing the ending.
For zones, Hyjal was pretty decent. There was one major story element I disliked, but other than that the zone was well done. I'll talk about that element in a future post. I did like that the "torture" quest in Hyjal introduced options, including the choice to kill or let the target go.
I didn't really like Vashj'ir. I'm not really sure why. Perhaps it was the pervasive "blueness". The Battlemaiden quests were very nice. Upcoming raid boss, hopefully. :)
Deepholm was okay, but rather middle-of-the-road. I do find it interesting how Blizzard is moving to differentiate shaman from druids, lore-wise. Especially with the introduction of goblin shamans, shamanism appears to be moving in a more "muscular" direction. More about controlling the elements, rather than working with them.
Uldum was ... almost amazing. That's probably an odd reaction to have. The thing is that there is this trend I've noticed with Cataclysm quests (will talk about it in another post), but that trend is making quests less enjoyable for me, and it was quite pronounced in this zone.
The dungeons are interesting. The bosses are well done, and becoming more and more like mini-raid bosses than ever before. I rather like the new emphasis on healer mana. It's not a big issue early on, but becomes much more obvious in the 85 dungeons. It's also amazing what a big difference "aware" DPS makes to healing now. It's like night and day.
Also, ranged dps, please stop moving behind the paladin healer. Try and stand in between the healer and the tank.
However, I'm not sure I like getting mana back on Judgement. I know I've argued for it in the past, but after seeing it in play, I think I was wrong. It creates this feeling that I *have* to judge on cooldown, when I'd rather focus on keeping my group up. Especially with the Judgement cooldown being 8s. I don't mind Judging once every 20 to 30 seconds or once a minute like in previous expansions. It didn't seem to play such a large role in the healing rotation. But at 8 seconds, it quite spoils the rhythm of healing.
Finally, what do you think of spoilers? I know I've been intentionally vague in some of the descriptions above to avoid spoiling things. Personally, I hate spoilers with a vengeance. But at the same time, it's really hard to discuss stories without discussing the ending.
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