Liz's Top 10 "Clapping" Songs

I am a very kinesthetic person — I learn best by doing/touching/feeling and most of my memories are tied to physical activities (i.e., smashing a finger in a locked car door (shh I know), riding bikes with my sister, being carried to bed by my dad after falling asleep in the living room). As a physical person, I am naturally inclined to like music with some kind of clapping sound, be it actual clapping or synthetic clapping sounds (percussion instruments).

I am also a MASSIVE DORK. I like clapping songs, songs with lots of percussion (Hello 1989!) and hip-hop/rap. There’s just a rhythm I enjoy. Nerdishly. :>

This is my list of favorite songs with clapping/clapping-esque sounds:

10. Straight No Chaser – “Tainted Love” (OH yes, them and not the original band TAKE THAT)

9. Phil Collins – “Something Happened On The Way To Heaven” (Another “jazz hands” song)

8. Céline Dion – “Regarde-Moi” (okay, no real clapping, but it makes me “jazz hands” >.>;)

7. LMFAO – “Party Rock Anthem”

6. Men Without Hats – “Safety Dance”

5. Adele – “Rumor Has It”

4. Robyn – “Dancing On My Own”

3. Ke$ha – “Blah Blah Blah” (NSFW!)

2. Timbaland – “Ease Off the Liquor” (aw hell, I love both of Timbaland’s Shock Value and Shock Value II albums)

1. Linkin Park – “Given Up”

 

Go forth and clap along like no one is watching!!

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5.0 Shaman Talent Changes – First Look Part 3: Totemic Changes

I’ve discussed before my thoughts on the new 5.0 talent changes for shamans and healing-centric talents. Now I want to delve into the new totems coming in patch 5.0!

>>Level 15<<

Earthgrab Totem appears to be a new “root” mechanism for shaman wherein it actually stops other players or NPCs rather than just slowing/snaring them like the current Earthbind Totem does. I see this mainly as a PVP totem, but it could have uses in PVE settings where there are adds that need to be controlled.

Repulsion Totem is a straight knock-back or possibly fear-type ability, or so it seems. I’m guessing the enemies would flee away from the totem. Cool! Again, I see more uses for this in PVP than PVE, but you never know!

>>Level 30<<

Stone Bulwark Totem looks like it’s taken cues from the priest’s Power Word: Barrier — I like damage mitigation, so this seems like an interesting addition to the shaman arsenal.

>>Level 45<<

Windwalk Totem … I’m starting to think that a lot of the dungeon and raid fights in 5.0 will have some kind of gimmicky boss mechanism involving fear. <:\ Not sure if Tremor Totem is getting tossed, but this appears to be either an addition to Tremor Totem or a replacement for it.

Tranquil Mind Totem will bring a much-desired ability for shamans (especially me). Ever wanted to be able to PROACTIVELY guard against known incoming silences? I know I have! I’m kind of excited about this totem — I freaking hate HATE hate being silenced (as a direct-cast healer, silencing could mean death to my healing targets!). It also appears that Blizzard realized NO ONE uses the current Totem of the Tranquil Mind and have appropriately reappropriated the totem name. :)

 

I hope you’re just as excited about all of these shaman changes as I am! I can’t wait to get to level 90 and start THROWING TOTEMS. And mitigating all the damages. And stopping all the silences. :>

 

5.0 Shaman Talent Changes – First Look Part 2: New Healing Talents

Previously, I briefly discussed my thoughts on the new talent revamp coming in patch 5.0. This post is a continuation of those thoughts, wherein I look at the proposed healing-centric and totem talent changes more in-depth.

New Healing-esque Talents

>>Level 30<<

Nature’s Guardian hasn’t changed much — except that additional +10% to maximum health! Currently, this talent provides 5% max health for 10 secs. I typically don’t even take this talent, so I’m kinda “meh” about it at this point.

 Astral Shift appears that all of the non-dwarf shaman races got jealous of our Stoneform racial ability so now e’rrybody gets it. :> On a serious note, I am looking forward to mashing this cooldown regularly. I currently use Stoneform during specific parts of fights (Rhyolith’s stomp, for instance) as well as my Engineering Grounded Plasma Shield. If I can actively mitigate damage, then that means more of my mana can go to healing my groupmates.

>>Level 60<<

Healing Tide Totem looks to be a replacement for Healing Stream Totem. My Healing Stream Totem currently heals for 998 health every 2 secs to all raid members within 30 yards of the totem (this includes the 2-point Soothing Rains talent and Purification passive ability). As Healing Tide Totem is a straight buff in both output and proximity requirements, I am excited to see how much healing it will produce.

Ancestral Guidance — whooo buddy! This seems similar to the Holy Paladin’s version of Guardian of Ancient Kings, with the exception of this talent is a flat 40%  healing amount copied rather than number of heals (or amount of heals during a specific timeframe). I think it’s pretty cool, but I wonder if it’s affected by stats (Spirit, Intellect, Haste) or if haste-affected ticks on Riptide get copied. Only time (or the developers) will tell.

Fortifying Waters adds some mitigation to Healing Rain. I wonder if this will stack with other mitigation abilities (Ancestral Fortitude, if it remains in-game in 5.0) or Spirit Link Totem. I’m glad for damage mitigation since most of my heals are cast rather than HoTs.

>>Level 75<<

Nature’s Swiftness is getting a new aspect in 5.0 — passive Haste buff. I’ll take it!

Echo of the Elements is another talent that provides spell duplication — what an interesting take on being a caster player! Notice that the specific chance of this ability to proc is not listed. I will bet that it’s not listed because it’s not finished. All of this duplication kinda makes you wonder about the upcoming fights in 5.0, doesn’t it?

>>Level 90<<

Elemental Harmony appears to be a quality-of-life talent that I have subconsciously wanted my entire shaman life but never verbalized. We currently have lots of totems, but we can only drop one of each element category. There have been times when I wished I could drop both Windfury AND Wrath of Air totems to benefit a highly-balance group. Looks like we’ll be getting that chance!

Totemic Restoration looks to also be a quality-of-life change that could possibly impact Elemental shamans more than Resto for the sheer fact that Searing Totem can get destroyed before its duration expires. That’s just annoying when you’re questing or farming.

Totemic Projection — OH MY GOODNESS Y’ALL. Yes.. Yes I would like to throw my totems over *there*! I am so excited to see how this works — I’m betting there will be a targeting reticule similar to Healing Rain (and other click-and-place abilities. My little dorf is gonna be so badass! :D I just hope that maybe Blizzard will add in a “and resets their duration timers” to this talent. SO SWEET.

Next page ->

5.0 Shaman Talent Changes – First Look Part 1: Initial Thoughts

BlizzCon is well underway and the first day was no letdown! Lots of new information is coming in and I’m only now able to start analyzing what the new talent system changes mean for me as a resto shaman. At first glance, the new talent tree system seems very cool. What has been proposed (remember, anything shown at BlizzCon is still subject to change between now and actual release) for shamans looks like Blizzard are trying to ease up the burden of buff/totem shuffling as well as answer the complaint that sometimes shaman may be overlooked because another class brings a buff provided by one of our totems. I’m very interested to see what gets shaken up for patch 5.0 and the next expansion in terms of totemic buffs. And as I play a Resto/Resto (Recently swtiched my offspec back to Elemental — dorf’s gotta have cash, man!) shaman, I’ll be focusing more on the proposed talents that appear to be healing-centric.

I’m just going to throw (hee hee) this out there in the beginning: THROWING TOTEMS Y’ALL. WE CAN THROW OUR TOTEMS.

What could be more badass than a sassy, little dwarf lady jumping around THROWING her totems? NOTHING. Nothing could be more badass than that.

Now for the more serious analysis…. :>

Under the new proposed system, spells and abilities will be divided up by class, talent specialization, and talents. Abilities and spells currently shared by all three talent specializations will likely become “class spells” (e.g., Ghost Wolf, Shocks, Totems, Lightning Shield, etc). It then appears that spells that are currently learned through talents (e.g., Riptide, Mana Tide Totem, etc) will now be learned whenever you pick your talent specialization as well as the other spells we currently learn when choosing the Restoration talent tree (e.g., Earth Shield, Water Shield, etc). Which leaves talents that appear to focus more on providing augmentation to existing spells or adding new totems. I am really interested to see how this system works because we really have the start of it in-game now. It seems to be a different, yet familiar, approach.

Also, it appears that the talent points are learned every 15 levels, beginning at level 15. When you hit level 15, 30, 45, 60… a new row of talents is unlocked but you can only pick ONE of the three talents on that row. I’m not 100% “OOO YAY” about this part of the talent revamp just yet, simply because there are some talents sharing rows that I would like to take (which would end up being more than 1 talent per row; supposedly impossible under this new system. Poo.)

I would list the new talents being developed, but it looks like 99% of them are brand new (or are new talents with old names). So what I am going to do instead is pull out the Resto/healing-centric and new totem talents for high-level analysis.

Next page ->

 

Awesome Addon: Nostalgic Edition

Okay so I don’t have a long list of gamer cred… I have been playing games since we got a NES in the 1980s. I haven’t been playing them very well, but I enjoy it.

This addon makes me feel like I’m 9 years old again watching my sister rack up her mushroom lives (yeah, she was so good she got past 100 lives in Super Mario Brothers so her life count just showed icons).

Download it here.

Q&A: How I Shaman Heal

After posting how I heal on my shaman to our guild forums, my GM and Raid Leader had a few good questions. I wanted to share both his questions and my responses, for funsies. :)
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Answering Snack’s questions:
Q: Firstly, I had no idea that SLink totem was also a damage reduction buff – and it lasts the entire duration of the totem itself?
A: It does; keep in mind the short duration of the totem, though, at only 6 seconds. I wish they’d increase it’s duration to at least 12 seconds.

Q: I didn’t know much beyond Mana Tide totem other than it worked like Hymn of Hope – it seemed like something we might want to pair? Or, perhaps, to stagger on top of each other? It seems like something we could probably coordinate very well to work for maximum mana regen, on the longer more drawn out fights (Ragnaros? Possibly Deathwing?) or something else entirely?
A: I think there could be synergy between MTT and HoH. We will have to play around to see (testing in combat would be pretty easy I think?) I’m not sure of the duration of HoH, but it seems MTT is also a short cooldown. It used to be based on my amount of Spirit, but I don’t think it’s this way anymore (Shaman used to stack Spirit to be the “Mana Battery” back in Wrath).

Q: I’m very jelly of your ability to decurse AND dispel. ;~;
A: Isn’t it great? I try to dispel as much as possible, but Cleanse Spirit can drain me if I’m not careful (cost is 14% of base mana)

Q: What sort of things do you do to manage your abilities, since shaman seem to have nine million totems to manage on top of their heals, buffs, shocks, etc?
A: Do you mean in terms of UI? I have been using both the default UI and recently RealUI. I really like RealUI as it shows my Tidal Waves buff.

Q: Is there a particular reason you use Flame Shock over the other ones?
A: I use Flame Shock since it does damage (trying to be helpful for the raid). Frost Shock is more PVP oriented (it slows the target), but I could use that on trash (aren’t most bosses immune to snares/slows?). Earth shock doesn’t do as much damage since I’m resto.

Q: Do you try and use Telluric Currents during lulls in damage to keep a regen flowing in the midst of battle? (ex., Shannox, post Rageface, pre-burn?)
A: I try, but as I mentioned above, it’s often a decision between spending the mana on Lightning Bolt hoping I gain that plus more back OR casting a Healing Wave. My regen is decent enough that I can pretty much cast Healing Wave consistently throughout combat (but it’s not sustainable for a tough fight as HW does not do enough healing to overcome some damage).

Q: Also, I note Ancestral Healing/Ancestral Fortitude and it sounds an awful lot like my Divine Aegis, which seems really cool!
A: Ancestral Fortitude is a great buff — I try to cast a GHW to get it going on the tank.

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If you have any questions for me, hit me up in the comments or on Twitter @_Lizzia!

 

Earth, Water, and Lightning: How I Shaman Heal

~~This post is something I’ve been wanting to post for awhile but hesitated because, really, why do another guide? So this really isn’t a guide, but an insight into how I specifically play. It’s not about right or wrong (because I don’t think I’m really doing anything _wrong_); it’s for informational purposes for my healing teammates.~~

The healers on our raid team have had an idea to get together to discuss how we operate during raids to provide insight and opportunity for strategic planning. This is my contribution to get the ball rolling.

My background
I have been healing on a shaman since I started Cathrynis (Now Balma, the trollie) in late May 2011. I transferred Marsaili to Medivh in early July and began seriously healing on her. I have, however, been a healer my entire WoW career — from my first character, a night elf druid casting heals on Rick’s night elf warrior. I never really played the official healer role until I rolled my priest, Elizabeth. But when I did, it just felt right. I finally had a legitimate excuse for my constantly watching health bars and estimating incoming damage. I am a healer.


I am Dorflady. I whip my hair back and forth.

My character
I have set up my shaman’s talents and glyphs to provide the most throughput as possible. Note, however, that shaman sacrifice raw healing output to gain the utility of totems. As a shaman, I will never match or exceed a druid’s or holy priest’s awesome throughput. And I shouldn’t. I bring additional utility through my totems to hopefully make up for the lack of raw healing. Some days I recognize this sacrifice; some days I literally cry out in frustration. But everytime I slap down Healing Rains, Spirit Link Totem and Chain Heal, I am reminded why I heal on my shaman.

Talents & Glyphs
My shaman uses a pretty standard talent setup, found here. I have been thinking of creating two resto specs, one aimed at raid healing and one aimed at tank healing. This is a second raid healing-specific talent spec/glyph setup I’ve been playing with.

You’ll notice something about the resto talent tree — there’s not a lot of room for variance. Sure, there are some talents I don’t *have* to take. It seems, however, that I would lose even more throughput or utility by transferring talents from the resto tree to either the enhancement or elemental trees. I’m comfortable where I am currently, but I may play with that second spec some to see what happens.

Things to note with this talent setup:
1.) My Earth Shielded targets gain 18% healing effectiveness through Nature’s Blessing. This is one of a few talents that increases my tank-healing effectiveness.
2.) Ancestral Healing provides a buff, Ancestral Fortitude that mitigates damage.
3.) I gain instant-cast Ghost Wolf by talenting into Ancestral Swiftness in the enhancement tree. This ability is pretty awesome as it allows me to run faster — I tend to use it when I need to get near someone to heal them up. Fabulous talent.
4.) I have a 20% chance to heal a target for 1.4k when I dispel Curses or Magic from people.
5.) I have two important talents taken, Focused Insight and Telluric Currents, that allow me to either cut my mana cost or actively regen mana during a fight.

Glyphs
Glyph choices for resto shaman are quite limited.  There really are only so many glyphs that actually pertain to healing. My main talent setup uses the following glyphs:

Prime

  • Earthliving Weapon – Increases the effectiveness of your Earthliving weapon’s periodic healing by 20%.
  • Riptide – Increases the duration of Riptide by 40%.
  • Earth Shield – Increases the amount healed by your Earth Shield by 20%.

Major

  • Chain Heal – Increases healing done by your Chain Heal spell to targets beyond the first by 15%, but decreases the amount received by the initial target by 10%.
  • Healing Stream Totem – Your Healing Stream Totem also increases the Fire, Frost, and Nature resistance of party and raid members within 30 yards by 195.
  • Healing Wave – Your Healing Wave also heals you for 20% of the healing effect when you heal someone else.

Minor

  • Renewed Life – Your Reincarnation spell no longer requires a reagent.
  • Water Breathing – Your Water Breathing spell no longer requires a reagent.
  • Water Walking – Your Water Walking spell no longer requires a reagent.

I won’t go in-depth on these glyphs as they are pretty straight forward, but if you have any questions, please ask!

Mastery
The restoration shaman mastery is very nice for my current healing assignments. This mastery tends to wane in usefulness as we overcome raiding obstacles and learn the fights better — less damage is taken due to better damage avoidance, so the need to spike heal is less.

For the time being, I am enjoying the ability to bring a player from 10% health to 80% in one cast. :>

My mastery is called Deep Healing and it provides:

Spells, Abilities & Totems
This part of my contribution, I think, is the most important. This is how I actually do my healing. Since I typically raid-heal, that is what I will outline below.

Pre-pull
The first three things I do before doing anything else are 1) cast Water Shield; 2) imbue my weapon with Earthliving Weapon; and 3) drop my totems. Preparedness really does pay off when playing a shaman.

I will Earth Shield one of the tanks; either the one pulling the boss (who tends to take more damage) or the one tanking the boss.  As each fight is different, this strategy will and can change on the fly.

I then tend to cast Riptide on the tank as a buffer (because I still try to be a druid okay) if they will be in range of the melee players so I can cast Chain Heal, which is buffed by Riptide.

Depending on my mana needs for the fight (I’m looking at you, ugly Psider) or anticipated incoming damage, I will Flame Shock the boss to gain Focused Insight and then, depending on amount of incoming damage AND number of people being damaged AND ALSO how close together they are, drop Healing Rain. You may have noticed that Chain Heal is buffed by Healing Rain; the two are meant to be used together. So when I see someone standing OUTSIDE the shiny blue circle, I cry on the inside.

Note about Healing Rain: It costs me 46% of base mana, which is just over 10k mana. OVER TEN THOUSAND MANA. My mana pool is, fully buffed & with Power Torrent procs, ~120k mana. So this spell is essentially 8% of my entire mana pool. Suffice it to say that I simply cannot spam Healing Rain.

During the Fight
I typically try to keep Riptide up and Chain Heal when I can. I have had a hard time with melee not standing near enough to each other to make Chain Heal worth its mana cost. I realize that some fights require movement and being spread out, so I tend to switch to spamming Healing Wave. I save Greater Healing Wave for moments when someone is taking more damage than anticipated and I need to get them up fast.

Tidal Waves
Tidal Waves is a buff gained from the Tidal Waves talent in the restoration tree. Tidal Waves really shapes the actual feel of shaman healing — it’s almost like you’re waltzing with the raid. Riptide – Healing Wave – Healing Wave, Riptide – Healing Wave – Healing Wave. The 30% reduction in cast time really does help get healing to people that need it. This will come as second nature to new shaman healers (which is why I forgot about it completely!)

In-combat Mana Regen
Shaman have both active and passive means of in-combat mana regen. I’ve outlined these abilities below:

Active

  • Mana Tide Totem – See below.
  • Telluric Currents – Note: TC is great on a fight where I have some downtime, but know that I have to make a decision between losing a GCD to TC for mana regen OR using that GCD to throw out a Healing Wave. (Trust me on using HW; if I am at the point of considering TC, I probably don’t have enough mana to use Greater Healing Wave.)

Passive

  • Resurgence
  • Water Shield
  • Spirit – My in-combat mana regen is about 2.7k, which seems like a lot, but you have to consider the mana cost of my spells is rather high and my mana pool is rather limited (even with 2.4k Spirit and 5.6k Intellect).

Oh-Crap! Button
Most healers have an “Oh Crap!” button they hit when big, fast heals are needed.  I actually have a combination of buttons I press to produce the achieve the same goal:

1.) Unleash Elements with Earthliving Weapon
2.) Nature’s Swiftness (Note: Resto Druids have a spell of the same name but it does not do they same thing, exactly)
3.) Greater Healing Wave

If I have my wits about me (and a second to spare), I will also mash my Moonwell Chalice button before doing the above to make sure whomever I’m healing is at least brought back to 75% health.
I don’t have these abilities macro’d together as I would still be required to press a button three times (or three buttons one time each).

Totems
Shaman have an epic ton of totems. Totems, however, only have a range of 20 yards (I have it talented with Totemic Reach; without the talent, my totems would only reach 15 yards). There are totems useful for buffing your groupmates and debuffing your enemies.  Some totems are intended by the developers to be used in PVp situations and others in PVE situations.  The fun thing about totems is figuring out which ones to use when and where. Sometimes, I’ll find a use for a PVP-oriented totem in a PVE situation (a good example is Grounding Totem when being barraged by shadow bolts on what’s-her-face-cat-lady boss in Zul Gurub).

For my healing purposes and in consideration of our raidteam makeup, I tend to run with the following totems, at all times:

  • Stoneskin Totem – Our death knights provide a similar buff to Strength of Earth Totem with their Horn of Winter ability.
  • Flametongue Totem – Straight up spellpower buff
  • Healing Stream Totem – This is a workhorse totem. Can be up to 1.5m healing. When looking at my performance on raid logs, it’s important to remember how much healing HST does — You have to effectively combine the “Marsaili” row on Healing Done with the “Healing Stream Totem” row to get a rough idea.
  • Windfury Totem – Buff to our consistently melee-heavy raid composition.

I do weave in other totems during a fight as they are more like cooldown abilities.  These totems are very special and provide flavor and uniqueness to restoration shaman. One of them is why I love my shaman.

Mana Tide Totem – Once the great spirit-slaving totem of yore, MTT is now a mana regen cooldown useful for gaining back some mana during lulls of some fights. It has a short duration (12 seconds), but does provide a nice chunk of mana.

Spirit Link Totem – This totem can be confusing as when placed, it displays a circular, moving yellow graphic and appears to give health to raid/party members.  What actually happens, however, is not that simple. This totem provides two benefits: 1) 10% damage reduction and 2) health. The latter benefit is derived from redistributing the collective group health across all raid/party members during a 6-second period. Jadiera of Totem Forest created this nifty graphic to really show how this totem works and you should take a look at it to fully understand.

I will try to get into the habit of announcing when I’m going to drop Slink — this will hopefully get everyone aware and using their damage mitigation cooldowns such as Anti-Magic Shield, Plasma Shield (engineering tinker), or other similar cooldowns.

Something to keep in mind about Spirit Link Totem: I am apprehensive about just dropping it anytime. I feel that the raid should be healed up to some extent before using it as it does have the potential to kill people or wipe the raid due to low health and constant incoming damage. Most experienced shaman healers will disagree or question my hesitation and that’s okay. This totem is like driving on your own the first time ever: It’s really powerful yet very scary at the same time. The more I heal, the more comfortable I will get.

UI
Here is a screenshot of my UI, trying to be in-combat at a training dummy <:\ (Click to make bigger)

I think I’ve covered just about everything — please ask questions! You can email me liz at authorizedtoramble dot com or send me a message on Twitter. Or yanno, leave a comment. :>