Posts Tagged ‘trees!

02
Feb
10

Patch Notes!

YaY Patch!  You get a bonus post this week for the announcement of- *insert dramatic music here*- Frostwing Halls!

Miss Medicina has the patch notes up over at her place.  I suggest going there to look at them, because I’m not re-posting them here.  However, I will mention this:

Valithria Dreamwalker.

A Boss we need to HEAL.

I’m excited.  Here, have some cute Pompom!Trees as proof!  (Because, seriously, who doesn’t think cute Pompom!Trees are cute?)

Pompom!Trees Are Happy!

That is all.  Until Thursday- stay angry, Healers!

~Pyo

04
Nov
09

Druids: Patch 3.3 and You

Hey, look!  A post that isn’t a non-meme and me being stunned repeatedly by the Sunreavers!

Hey, shut up, I finally started getting it right!  -grumble-

Anyways, yesterday was raid night.  As we were preparing to roflstomp our way through normal ToC25, I see this blaze across our healer channel.

So, did you see that Haste will affect Rejuv ticks in 3.3?

I can’t say for certain what happened next- I think I fainted from healer happy.  As soon as I shook off the shock, I started drilling my informant for questions- how will haste affect it?  What about the ‘bug fix’ (let’s not beat around the bush here, Blizzard, you’re not fooling anyone by calling it a ‘bug fix’- its a nerf, OWN UP TO IT!) Blizz is planning on implementing on Rejuv?  What about the Gift of the Earthmother nerf?

The only answer I got for certain is that haste will only affect Rejuv with a glyph.  Of course, no one could tell me what the glyph was (though ‘Glyph of Super Fast Rejuv’ made me chuckle.)  Its ok, dear other trees in The Grim Covenant- thats why I’m here!

So, we raided- got some loot, got some Emblems (and 3 upgrades, woot!), got the shiny Heirloom 2H Axe for my Warrior/Paladin/Death Knight to share, and promptly went to do some research. 

Rejuvination: deals 1352 health over 12 seconds (down from 1690 over 15 seconds)- ok.  OK.  So, yeah, its a nerf.  They’re removing one tick and dropping the amount healed by 338.  Way to mess with my raid healing Rejuv spam tactic.  Once again, this is a ‘bug fix’ that Blizzard isn’t even sure if they’re going to implement (or keep, if they do.)  However, lets go out on a limb here and say not only do they implement it, they keep it.  Time to find another heal spell?   EDIT:  Blue post verified!  They are NOT nerfing Rejuv!  -does a happy dance-

Glyph of Rapid Rejuvination: causes haste to affect the time between ticks of Rejuvination- Haste.  Affects.  Rejuv ticks.  -waits for the chorus of happy!druid squees-  YES!  Ladies and Gentlemen of the Restoration Druid Persuasion, OUR PRAYERS HAVE FINALLY BEEN ANSWERED!  A glyph that increases the speed of the ticks of Rejuv based on haste rating?  The thought makes me shiver- can you imagine the amount of healing we’ll be doing then?  More healing faster, which will mean an increased in reapplication, but more damage being healed faster.  Which means more health recovery, which means less chance of people dying, which means success! If you weren’t stacking haste for the elusive 1 second GCD/ 1 second Nourish cast, now you have a reason!  -happy tree dance-

Gift of the Earthmother: Increases haste rating by 10% and decreases the GCD of Rejuv/ Wild Growth/ Nourish by 10% (5/5)- ok, admittedly… GotEM was broken.  It was pretty much stomping haste into the ground for those three spells (I think I got them right- damn work for blocking WoW sites).  But, I can’t help thinking that maybe this is taking it a little too far.  Only time will tell, I suppose.

Rebirth: cooldown reduced to 10 minutes- 10 minute battlerez?  I can live with that.

And, last but not least… images of Druid Tier 10 Armor!

Can I have a 'Hide Belt' option?

What the shit is up with that helmet?!

I haven’t seen anything on released stats for it yet, so I’m waiting on that to determine just how much I’ll despise that helmet (which is soooo getting hidden).  I kinda like my corseted Tier 9… and really?  That belt is AWFUL.  WTB my waistline back, PST.  And while I’m not too hot on the T9 shoulders, at least they don’t look like they’ll eat the next person I walk past- though that will likely grow on me.  -has a flashback of the Little Shop of Horrors-

Anyways, I’ve bothered you enough for one day.  There will be more as I catch updated info on patch 3.3, so stay tuned and stay angry, healers!

~Pyo

19
Aug
09

Druid Healing: From Nub!Branch to Pro!Tree

Argh!

Sorry for not updating in so long, loyal viewers, but with BlizzCon just around the corner, my husband and I have been working our tails off on costuming and such (if you’re going to be there, I’ll be dressed as Lady Onyxia!  Feel free to grab me and say HI!) and I have been sorely negelecting this most beloved of healer blogs.  And for that, I apologize.  Rest assured, however, that I have been coming up with post topics and have managed to achieve some time to take care of business!

As I’m sure you know, I am a member of the WoW Ladies Livejournal community, and, as of late, I have seen a lot- and I do mean A LOT- of  ‘OMG I’m a new tree HALP’ posts.  And while I’m sure everyone has seen my previous post on the subject, I decided that a little more indepth take on how a tree!druid heals is probably what’s needed.  Now, please keep in mine, I’m not theorycrafter- I flat out suck at math, and I refuse to redo the work the people over at Elitist Jerks have put so much time into.  But you didn’t come here for theorycrafting- you came here for angry healers explaining whats up with our classes.  And that’s just what I’m gonna do.

DISCLAIMER:  All of the following information is based on my experiences as a tree!druid.  Please note that this is not the LAW of Tree!healing, nor should it be treated as such (though I would be extremely flattered if you are assisted at all by this.  I am verry passionate about druid healing.)

We’ll start simple- how do druids heal?  Now, I’m sure you’re wondering, ‘Well, isn’t that what this is about?’  Yes, it is.  But if you think that druids heal like priests, paladins, and shaman, you are incorrect.  Think about it- watch that priest the next time you run with one.  When does he/ she heal?  Typically, its after the damage has been dealt.  We like to call this reactive healing- healing the target after the damage has been taken.  Now, if you were to watch me heal a fight, you will notice that, while I do throw HoTs on targets reactively, the majority of my healing is done when I know there is damage incoming- preemptive healing.  This is the key to being a pro!tree- not waiting for the damage to happen, but planning for it and taking precautions.  This is a totally different mindset than that of a priest/ pally/ shaman healer- we can’t heal like they do, so we can’t think like they do.  HoTs are designed to heal when damage is taken, not after.  If you can wrap your brain around this, then you are ready to tree!heal.

Next up for discussion are druid healing spells and their uses.  Druids have 2 kinds of healing spells: Heal over Time spells, or HoTs, and Direct Heals.  It is important to understand these concepts, as it is core to how a druid heals.  Druids have an abundance of HoTs, and limited Direct Heals, which gives us some fairly enormous flexibility when it comes to healing assignments.  I am a firm believer of the idea that druids are for raid healz.  I’m not saying we can’t tank heal, because we can.  We do, however, excel at raid healing, and I will almost always put any and all trees in a raid with me as a raid healer.  We’ve come a long way from the ‘MT healzor ZOMG bind all of your keys to Lifebloom and faceroll’ days of The Burning Crusade.

Now, how about some spells? 

Heal over Time spells:  A druid’s primary HoTs are Rejuvenation, Wild Growth, Regrowth (direct heal with a HoT), and Lifebloom.  I’ve listed them here in the order that I use them (I am spazzy with Rejuv, I swear.)  HoTs are, for lack of a better phrase, the heart and soul of a tree!druid- love your HoTs, for they are your strength as a healer.  All but Regrowth are instant cast.  It makes tree!druids very mobile (now that they fixed Tree of Life form’s speed nerf), and they do quite a bit of healing.  Rejuvenation and Wild Growth are the majority of my heals in a raid situation, and I rely heavily on them.

Direct Heal spells: Swiftmend, Nourish, Regrowth, Lifebloom (when it blooms), Healing Touch.  All of these spells can proc Living Seed, if you’re specced into it.  These do not get used as often, as that is not my particular style of healing, but I do abuse Nourish occasionally- its nice in a pinch, especially with the glyph.  SWIFTMEND OMG.  Love your Swiftmend- its an amazing way to heal up quick spike damage (get the Glyph for it- will explain later.)  I have saved many a pixellated ass with Swiftmend.  It is one of my most used (and useful) spells, next to Rejuv and WG.  Be wary of Lifebloom, Blizzard keeps nerfing its healing bonus and increasing its mana cost- making it practically useless, in my opinion, but I will occasionally throw a stack if needed.  Regrowth and Healing Touch rarely, if ever, get used.  I’ll use Regrowth on the tank during the Vezax fight, but thats about it.  I try not to rely too much on these spells.

 Now, druid stats.  What a tree!druid should be looking for in gear is this (in order of importance):

Spellpower:  This is pretty easy to understand.  The more spellpower you have, the better your heals are.  Koko is currently rocking 2200+ spellpower in treeform- some might say thats a bit low, but I seem to manage just fine.  I tend to top my guilds healing meters (including beating out those 2.5k spellpower holy paladins), so I must be doing something right.  But spellpower should be your TOP stat concern. 

Haste:  Why?  Well, a couple of reasons. 

1.  Getting to that elusive 1 second Global Cool Down (GCD), and

2.  Reducing your Nourish cast time close to 1 second.  You may not use it often, but its nice in a pinch.

Shorter GCDs = more HoTs you can throw = more healing done = less people dead at the end of the fight.  Always a good thing. At the moment, I am currently unsure of the exact soft haste cap for either the 1 second GCD or the 1 second Nourish cast, though I am pretty sure the GCD soft haste cap is near 420.  Don’t quote me on that. 

Crit:  Now, Crit is kinda controversial.  Sure, its nice to have some Crit stacked (Living Seed is ok), but HoTs don’t crit, unless you happen to be the lucky tree wearing 4 pieces of Tier 9, which allows your HoTs to crit (sexy set bonus is sexy!)  So, really, I wouldn’t worry about trying to stack this.  If a piece of gear drops and it has crit on it, by all means, take it if you can.  But leave the crit clothie pieces to the clothie casters (don’t make your clothies cry.)

Intellect:  For the standard reason all spellcasters stack Int- MOAR MANAZ.  (Mana mana DO DO DO DO DO…)

Stamina:  Again, same standard reason- moar health = you stay alive to heal people longer.  Again, not worth stacking, but don’t pass on a piece of gear that happens to have quite a bit of Stam on it, you’ll be thankful one day.

Spirit: Okay,  OKAY.  I KNOW.  Blizzard nerfed Spirit (I growled and yowled and cried about it, too) but, really?  Your mana regen probably isn’t nerfed too badly.  I’ll have to Innervate on those long, drawn out fights (piss off, Hodir and Ignis), but I don’t really notice that much of a drop in my regen.  Also, you gain +healing in Treeform equal to a certain percentage- 15? 20?- of your total Spirit.  So its still worth having, in my opinion.

Now, one of the more fun things to discuss (and a change I’m damn glad they made), Glyphs!  There are 3 Major Glyphs that are widely accepted as the raiding tree!druid’s healing glyphs:

Glyph of Swiftmend (Major):  does not cosume Rejuv or Regrowth.  I can’t emphasize how hawt this glyph is.  It just is. 

Glyph of Nourish (Major):  Increases the healing done by Nourish by 5% per HoT on the target.  This results in OMG nice Nourish numbers (for the record, a stack of 3 Lifebloom only counts as 1 HoT.)

Glyph of Wild Growth (Major):  Increases the number of people healed by Wild Growth to 6.  One more person in the circle!

The Minor Glyphs are pretty much pick and choose, but these are the ones I use:

Glyph of Unburdened Rebirth:  Removes the need for a reagent for Rebirth (battle rez).  I won’t say it saves money (it does, a bit).  Its true value lies in not having to say, ‘Oh shit, I’m out of seeds, sry healer, no brez 4 u,’ and having people not call you a nub!branch (by the way, you can blame tokudama from lj for that phrase.)

Glyph of the Wild:  Reduces the cost of Mark of the Wild and Gift of the Wild.  Now if only they’d remove the reagent for this, too…

Well, I suppose this is really all I have for now.  I’m sure this will be updated and changed as time goes on, but I hope this helps those of you struggling for tree!healing help.

FOR THE… everyone?

~Pyo

30
Jun
09

Post Series: Tree!Healing in Ulduar, part 4: Freya

Whoa, I’m back!  -dusts off the leaves and waves-

Its been a while since I’ve updated this post series, and my guild has cleared through a lot of bosses since then.  I’m still taking them one at a time, because we still have bosses to go, but… I’m sure everyone is ok with that.  Our next boss downed in Ulduar was Freya, Goddess of Life.

It takes a special kind of hairspray to give stone hair that kind of hold.

It takes a special kind of hairspray to give stone hair that kind of hold.

That’s a big bitch.  /silly

Freya comes equipped with 3 huge tree spirits who will need to be killed- left up, they activate Hard mode.  Each drops an Emblem of Conquest.

Moving along… strats!  Freya’s fight is about defeating the adds she summons and killing the Gifts of Eonar that spawn and heal them.  She summons 3 distinct add types, each with its own mechanics.  In addition, while her adds are up, she stacks a healing buff called ‘Attuned to Nature’ that increases her healing, which makes her impossible to kill.  Each add group that you kill reduces the stacks of the healing buff until finally none are left.  She summons each group of adds twice, and will occasionally blast a raid member with sunlight.

Storm Lasher, Snaplasher, and Ancient Water Spirit:  Each one of these adds is a huge elemental.  They need to be killed Romulus and Julianne style (within a certain time frame of each other, or they’ll resurrect) and only 2 of these mobs can be tanked- the Storm Lasher and the Ancient Water Spirit.  The Snaplasher looks like a giant Lasher and runs around the raid.  For each hit he takes, he gains a damage increase buff.  It is important that he is not hit, and that he is killed last, because he will 2 shot a tank when the stacks get high enough.  The Storm Lasher looks like another Lasher only crackling with lightning.  The Ancient Water Spirit looks like a revenent elemental and can be kited around.  Preceded by Freya yelling, ‘CHILDREN, ASSIST ME!’

Lasher Swarm:  Looks exactly as it sounds.  Freya summons up a bunch of lasher adds.  They do not have an aggro table and each one will explode upon death, making AoE difficult.

Giant Tree:  Don’t remember exactly what this guy is called, but he’s big and hard to miss.  He needs to be tanked away from Freya and away from the patches of sunlight that will heal him rapidly.  Also during this phase, mushrooms will pop up all over the place.  Any raid member not standing near one is Pacified. 

And that was just phase 1.  But, really, once you get past that, Freya is simple.  Just watch out for the exploding bright green seeds.

And that’s it for now!  Stay tuned, Thorim and Mimiron are next on the block!

FOR THE HORDE!

~Pyo

10
Jun
09

Post Series- Tree!healing in Ulduar, part 2: The Antechamber

Ok, time for part 2 of my post series on tree!healing in Ulduar!  Today, I will be tackling the Antechamber- Kologarn, the Assembly of Iron (AKA the Iron Council) and Auriaya (The Crazy Cat Lady).

First up to bat- Kologarn, the Bridge Boss.

Dude, we're going to walk on your face...

Dude, we're going to walk on your face...

First off, let me add that it is ALWAYS better to let the new people run up the steps first… after all, who didn’t scream/ gasp when they first saw him rise up from the mists like ‘RAWR!’

I digress…

Kologarn’s fight is all about predictable damage.  When you first see him, you’ll see his huge head, massive torso, and his gunshow- two HUGE arms, aptly labeled Left Arm and Right Arm.  Upon entering range, he will proceed to threaten your raid and start walloping on them.  Kologarn has several abilities:

1.  Eye Beams- he rages so much that it manifests in the form of Eye Beams.  These will narrow onto a target at range (its easy to tell if you’ve got them or not) and they do a crapload of damage. 

2.  Stone Grip- occasionally throughout the raid, he will snatch people off of the ground with his Right Arm and crush them.

3.  Oblivion- a little more often, Kolo will use his Left Arm and sweep it over the raid, causing massive raid damage.

4.  Ground Punch-  I don’t know that its actually called this, but he’ll slam his Left Hand on whoever is right in front of him, interrupting spellcasting and locking out casting trees.

5.  Paralyzing Breath- if there are no raid members for him to beat on in melee, he will breathe on the ranged and wipe the raid.

6.  He also stacks a damage increase/ armor decrease (not sure) debuff on the tanks.

Ok, now that we see where the damage is coming from, lets talk strategy.  The raid should be arranged thusly- melee in the front and slightly to the right, MT in front, ranged spread out across the back of the room.  The middle of the room should be totally empty to allow the safe kiting of Eye Beams, which will need to be moved safely away from the raid and not hit the target- that’s not hard, as the Eye Beams are slow.  Melee DPS will focus on the Right Arm and destroy it- when you destroy the Arm, he will take a hit to the body equal to the health of the arm.  However, when the Right Arm dies, it will spawn Rubble- smaller earth elementals that will need to be picked up by an OT and AoE’d down.  When the Right Arm dies, melee switches focus to the body until the Right Arm spawns again.  The Left Arm should be left alone until his health is low enough that destroying it will kill him.  There will need to be at least 2 OTs- one for the Rubble, and one to taunt off of the MT when his damage/ armor debuffs get too high.  The MT/OT on Kolo will taunt off of each other until he’s killed.  Casters should stay away from melee range at all costs, because his Ground Slam attack will interrupt your spells.  Also not that the Eye Beams will not target melee.

Tree!Druids!  You should be standing with the melee!  :gasp of breath:  And , no, I’m not kidding.  Why, might you ask?  I’ll tell you- HoTs are instant cast, and your best friend in this fight.  Toss them on anything that moves, and some things that don’t.  You will not have to worry about tanking Eye Beams, and you won’t get locked out of your healing tree.  Save your Wild Growth for after he uses Oblivion, and tell your healing lead that if they stick you on the tank, they’re wrong.  Trees shine in this fight with their ability to throw down a lot of healing in a short period of time.  For those guys you don’t get with Wild Growth, toss Rejuvs.  Simple fight to heal!  And good luck- he drops the Ironmender, one of the best offhand frills out there for trees!

The Assembly of Iron:

The Assembly of Iron

The Assembly of Iron

What’s better than fighting one huge boss?  Fighting one huge boss, and 2 small ones!  They’re kinda like the Billy Goats Gruff only… made of iron.  And WAAAY meaner.  This encounter involves 3 bosses attacking at the same time.  Each one has different abilities, and gain new abilities when one of their group is killed.  This strat will be for Normal Mode IC, vice Hard Mode.  Kill order is Steelbreaker – Runemaster Molgeim – Stormcaller Brundir

Steelbreaker:  This is the MASSIVE guy in the middle, the first one who needs to be killed.  He comes equipped with one fairly nasty ability- Fusion Punch.  Its the Hail Mary of all punches.  It wallops the MT and will need to be dispelled by either a pally or a priest, because it will rock a tank’s world… in a bad way.

Runemaster Molgeim:  This is the vrykul guy, and the second on the kill list.  His abilities include:

1.  Shield- or something like that.  A red, glowing shield appears around him.  It can be (and should be) spellstolen by a mage.

2.  Rune of Power- Increases damage dealt by 50%.  Its a smallish blue rune circle on the floor- hard to miss.  He’ll cast it on Steelbreaker, which means he needs to  be moved out of it fast- before Fusion Punch.

3.  Death Rune- No joke.  Its big.  Its green.  And it will kill your whole raid.  He only drops these after Steelbreaker is down, so be thankful.

Stormcaller Brundir:  This is the small Iron Dwarf that dies last for Normal Mode.  He comes with his own, special variety of abilities:

1.  Overload-  really?  Not that hard.  Decently long cast time, big DBM emote, just get out of range of him or he’ll one shot you.

2.  Chain Lightning- Shaman wish their CL hit this hard.  Its just like their spell only, ya know… it hurts more.  Spread out to minimize damage.

3.  Lightning Whirl- Brundir spins around really fast and lobs balls of lightning at the raid.  Can hit people across the room, and interruptable.

4.  Lightning Tendrils- ok, you remember those big guys before Kologarn?  The ones that would jump, stun half the raid, then deposit a glowing ball of lightning doom on you?  Think that, only a dwarf instead of a ball.  He’ll rise up off of the ground and randomly stalk a raid member.  As soon as he does this, RUN!  Turn around and get away from him, as the tendrils do massive damage and are almost certain death if you’re caught in them.

Just watch out for each boss’s individual abilities, and kill them in order.  Trees, you will most likely be on raid (SHOCK!) and while there is a bit of raid damage, its the tanks on Steelbreaker and Molgeim who need the most love.  Tossing HoTs on them if their healers are having trouble is a good idea, the’ll love you for it.

Auriaya:

This boss is all about… the pull.  Not kidding.  If you survive the pull, you’ve got it.  Auriaya, and her 4 kitteh companions (2 in 10 man) patrol in a semi circle around the room at the base of the stairs behind Kologarn’s broken corpse.  She has a few special abilities:

1.  Fear- yes, its annoying.  But she does it.

2.  Sonic Screech- cone of damage aimes in front of her.  Damage is divided equally amongst everyone in front of her.

3.  Activate Feral Defender- this is another cat she summons in addition to the 4 she already has with her.  Its health has to be monitored closely because, upon death, it will spawn a void zone under its corpse.

4.  Sentinel Blast- an AoE shadow spell that does a crapload of Shadow damage and increases your Shadow Damage taken by 100% for 5 seconds.  Long cast time, NEEDs to be interrupted.

The strat:  Have the raid either in the hidey hole next to the stairs leading down, or on the stairs (your choice) and have the cats marked.  The cats need to be tanked away from each other, as they buff each other when they are too close.  Have a DK drop DnD (or a hunter drop Snake Trap) at the bottom of the stairs that Auriaya pats closest to and back off.  My guild runs enough OTs to take care of all 4 cats while the MT (typically a DK) handles Auriaya.  Have hunters Misdirect onto the OTs and pull.  Cats will Pounce, doing large amounts of damage to their target, so they need to be healed and healed FAST- I recommend stacking Lifeblooms on all of the tanks just before the pull.  Kill the cats, and move onto Auriaya.  When she summons the Feral Defender, have DPS concentrate on him until he is almost dead- he will pounce around the raid and also summon a swarm of mobs, which will need to be AoE’d down.  Call out low health on the Defender, and move when he dies.  Stay in front of Auriaya.  Interrupt Sentinel Blast.  Profit.  Get lewtz.

Trees!  Typical raid healing strategies apply here- judicious usage of Wild Growth and Rejuv are all you really need, plus the occasional Swiftmend.

That is all for this installment of my post series.  Remember- Angry Healers!  Letting You Die of Your Own Stupid since 2009!

TREEPUNCH!

TREEPUNCH!

FOR THE HORDE!

~Pyo




Ellspeth, the Angry Tree

The Angry Healers is a World of Warcraft blog dedicated to the underappreciated and often overlooked role of The Healer (c) from the perspective of a (mostly) angry Tree!Druid. Here will be discussed talents, gear, spells, specs, and other healing related topics, as well as snarks, rants and general grumpiness about my chosen role in WoWlife, and patchnotes, changes, nerfs/ buffs, and expansion myths and legends (and maybe even facts!)

Header art by Triggerman @ dA.

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