20081110

Hero to Zero in 6 Seconds: The CoH/WG "Problem"

Ghostcrawler warns that Circle of Healing and Wild Growth are being considered for a 6-second cooldown.

What that means:
- The spell still remains instant cast.
- You are free to move about the cabin while casting.
- You can do other things while waiting for that cooldown.
- Cooldown means no upping the mana cost,
- And no nerfing the coefficient.

As someone who has raided as both a Restoration Druid and a CoH-specced Holy Priest, my reaction to this change?

"Awesome. Go for it."

Why?

Though Phaelia says I have 'termites for brains', I ask you Resto Druids of TBC: Did you like becoming hotwired with a 6-7 second internal timer*? That lifebloom was so powerful it overshadowed almost everything else available to you?

CoH Priests, did you like spamming CoH frantically to be considered competitive?

I don't mind seeing the protest to changes, since after the Ret Paladin Debacle every class is clinging tightly to what they hold dear. You don't have to change your mind, but try changing your perspective.

To be sure, there was a lot of pride involved with applying and maintaining multiple stacks of Lifebloom. But take a look at any of your past WWSes.. I'm going to bet at LEAST over 60% healing done was Lifebloom.

Did you really like that?

Why didn't you roll a Shaman or Paladin then, who have a much smaller number of heals and a very specialised niche anyways?

The nerfing of Lifebloom (which is another topic altogether) and a possible cooldown on Wild Growth means you get to finally discover all those other heals hiding in your spellbook.

Embrace it!

Being a Viable, Versatile Class: Even if one of them gets a timer, Druids and Priests are now equipped with at least two spells for every situation. We have big heals, little heals, heals over time, and AoE heals. We have 'oshit' buttons and (in the case of Druids) two rezzes!

Priests and Druids will synergise the best with any other healing class, because we've got all the tools. There's much more room for healer strategising in Wrath. Maybe you'll actually learn to like that Resto Shaman instead of cursing them as one button wonders.

"Well, we can't do this tonight..": Remember the Great Shaman/CoH Priest Stacking Trend? You damn near absolutely needed it for some fights in Black Temple, like Bloodboil. They were engineered that way. Resto Shamans and CoH Priests just happened to be awesome for this, but Blizzard has stated that's not what they have in mind.

A cooldown on CoH means while bleeding edge guilds would probably still stack resto shamans, I think it's rightly so. Heavy AoE damage - take a shammy. That's their Niche. However, Chain Heal (and Shamans) are still buff enough to take with you through the rest of the raid.

Which, O-M-G, doesn't mean Shaman are incredibly overpowered for having one spell that negates raid damage. They've only got two other heals.

It just means you're not going to have to change your raid comp mid raid.**

Those bleeding edge guilds will probably change their raid comp mid-instance. If they figure out how to do everything with 8-10 resto shammies.. well.. that's their business, not mine.

The Phoenix worked pretty hard at not changing comps mid-raid and maximising our time schedule wise. Still, it's a pain in the ass to have to schedule around 'we have X, we'll kill Y instead of Z tonight'.

But for a large part of the raiding set, this means you can bring less resto shammies. No more worrying about raid stacking. Your Druids and Priests can work to support and synergise pretty awesomely with that Shaman.

(And to be entirely self centered, this means as a class with a ton of tools, you don't get stuck spamming that one button in certain situations.)

Those 'Other' Guys: My fellow Priests and Druids: We Can't (And Shouldn't) Do It All, All The Time.

The Warcraft Healing Corps is actually made up of four classes: Priest, Paladins, Shaman, and Druids. Though it is entirely possible to take 10 of any to a raid instance and cheese it, and there are some guilds that do, it's not an accepted fun way to play.

Paladins and Shaman have a very limited grasp on what they can do healing wise. And, they do it pretty damn well. It's the way they're designed. It offers a different style of play.

The proposed cooldown mostly relates to Shaman. Those horny (or toothy, depending on faction) little guys own the market on AoE healing. Accept it! They're really, really good at it. Let it go.

Support your fellow resto shams! Besides, they've got sweet, sweet totems. Mm, mana spring.

I hope the cooldown goes through, for these reasons.

I'd like to see raid stacking largely negated. I'd like to see more communication between healers. I like the shift in using more then one button (or even being open to different specs, Discipline is a pretty rocking PvE spec!). I like that the cooldown would bring another class to the forefront for certain situations.

And, having both of these classes, I selfishly like having alllllllllllll the tools. I can still use them allllllll I want. Now I get to choose the time and place for them, and the damage RNG doesn't.

---

* I realise Lifebloom will still be in many Resto Druid's rotation and in some cases even a 9-10 sec timer instead. But still, there is so much more stuff to use now that LB isn't Top Dog it feels much less restrictive.

** GC does mention that encounters with heavy raid damage would get a pass over if the cooldown goes through. This is another nod to the realisation that they want raid stacking to go away, and that all healing classes should be able to work together reasonably well.

7 comments:

lxsli said...

I love the LB cycle. It made druid healing unique and there was a substantial challenge in weaving regrowth and rejuv between LBs. I don't see why we need a 3rd direct heal class.
Admittedly I rarely spammed 4xLB. I can see how that would get old fast. I shifted my LB stacks around depending on who needed them most.

I hated being a CoH bot though. So the WG CD is a good call.

Kayeri said...

The only thing that bugs me about putting the cooldown on Wild Growth is the way I've used it recently in the 25-mans I've been in... I'd drop one in the melee dps group, another in the ranged group to cover minor damage they are taking. Having to wait 6 seconds in between those casts could make that minor damage become major and then Wild Growth is not so helpful.

Now I'm still experimenting with it. I had actually specced 11/0/50 first, leaving Wild Growth for 71. But I decided to try it out when druids got the 2nd talent point refund. I'm still working on integrating it into my spell rotation. But its a useful tool to help cover minor damage within groups.

And I am certainly NOT a one button healer. Sure Regrowth and Lifebloom are the more frequently used spells, but the instant cast Rejuv is also a well-used tool. I dont tend to do many Swiftmends and Nature's Swiftness, that's something I also need to work on making more automatic.

So while I see your reasoning, I dont agree with it, but I dont think you have termites for brains, either.. ;)

Jive said...

lxsli: I'm not saying there wasn't any skill to it. I was pretty damn proud of myself for being consistent on my stacks. But it was restrictive. A longer timer or a new way to use LB, however, I think is awesome. Glyphs and the new spells/talents offer so much customisation on how you want to heal.

No doubt there will always be a set in stone 'most efficient way' to go about things, but I feel like we're moving towards a little more wiggle room.

kayeri: I like your example! I think it's a situation where healers could be talking about it. You wouldn't have to toss anything on the ranged group because someone was already there.

Though with heals going raid wide and the 'smart' component, it also means that there will be a lot of paying attention to what other healers are doing. If the CD goes through raid healing is going to be a huge group effort.

I honestly don't expect anyone to agree. :) I can understand the reasons against it. My partner has a CoH priest and has been a very strong supporter of it staying w/o cooldown. It's still all up in the air but the way it's looking now, I just don't see it being gamebreaking if it passes.

Siobhann said...

In situations of raid-wide damage I'm seeing us even MORE hotwired to a six-second cycle. WG, 3 instant casts, WG. I have enough HoT timers to watch without trying to keep track of a six-second cooldown timer.

The spell also has horrible AI. It casts on pets, summoned elementals, and even the ghostly allies in KZ. It's entirely possible to blow a cooldown and not get a HoT on more than one or two players. It needs to be spammed a few times just to hit the people who need it.

Jive said...

Siobhann: The AI isn't related to the cooldown, imo. It would just bring the problem with the AI to the forefront. Smart heals are awesome heals, but I agree there's a kink or five in there seomwhere.

WG also a HoT. I couldn't really see the justification for spamming it in the first place (AI crap aside). Since it tapers I could see the appeal in hitting it after the first two ticks, but that's incredibly inefficient anyways.

GC also states it's not the intention that you HAVE to use it everytime it's up.. so I don't really see being hotwired to another timer.

Cleverclover said...

I'm personally not too worried about it. If you really know how to heal, you shouldn't have a problem with it and understand where Blizzard is coming from on this one. Obviously CoH is a problem as it's an instant heal. WG is just another HoT, so meh, I'm not "hotwired" to having to watch that 6 second cooldown. And with the proper mods, LB wasn't that bad either. Just my opinion. :)

Bell said...

My only problem with it is GC seems to be more "nerf" than "balance." Everything keeps getting toned down, so all our spells are less powerful/more expensive.

My only gripe with the 6 second timer is actually for ten-mans: I can't always control who the Bloom is hitting. Sometimes, I've had it actually skip the person I'm casting on in favor of others (though that may be a bug), and like was said, skip characters for summoned guardians/pets. I thought the mana cost alone would keep people from spamming it; perhaps I was wrong? I hit it just enough so everyone I need to cover is covered, and then I have to get back to keeping HoTs up on the tank.

I don't know, we'll just have to see. Just a little concerned about the trend that seems to be "tone down the heals, make them more expensive, make them cast it less often." The double "make it heal for less and cost more" for example.

But, like I said, I'm waiting to see what happens.