Oh, sorry I didn't clarify. I meant reevaluate as in having to go for spirit trinkets as in the static spirit ones.
Currently, if we are going to need to stack spirit for the sake of better tides for the raid then our BiS will end up being..
http://www.wowhead.com/item=62467
and
http://www.wowhead.com/item=61031
facepalm @ these fucking potential 'BiS' spirit trinket choices. Also, I'm pretty sure it does not include the spirit procs so that core of ripeness is going to be a waste of VP lol.
The way I see it, Blizz just wants Resto Shamans to be backup healers and pick up the slack of others (hence the mastery + Blessing of the Eternals), rather than care about personal HPS. If they really do want us to be that way, then we need more unique op buffs and not try to force us to gear specifically to buff others whilst gimping personal heals. Random speculation, I probably just fail as a healer but that's how I see it at the moment.
Our raid healing is up there, between myself and the other resto shaman we are consistent and stay on the top of the healing meters (not that those matter anyway). We do have insane HPS and if your raid knows how to utilize HR and actually stand in it, you will be amazing.
HEROICZ R TOO HARD GUYZ
Can't believe it still lolBlackrock Caverns
* Beauty now spawns with only two pups in Heroic difficulty. Not to worry though, the missing pup has been adopted by a wonderful, if not insane family.
Grim Batol
* Faceless Corruptors now move 10% more slowly.
* Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
* Valiona's Devouring Flame damage has been reduced by 20%.
Halls of Origination
* The duration of the Flame Wardens' Raging Inferno has been reduced by 80%.
* Anraphet's Nemesis Strike now does 75% of weapon damage, up from 50%. In addition, the damage-over-time effect applied by this ability does 15,000 damage every 2 seconds, up from 9,000.
* Earthrager Ptah's Flame Bolt now deals more damage per second on Heroic difficulty.
* Setesh seeks a portal every 25 seconds, up from 20.
Lost City of the Tol'vir
* Lockmaw no longer tolerates fighting in his treasure room.
Shadowfang Keep
* Baron Ashbury
o Sadly, in his hubris he has forgotten how to Mend Rotten Flesh.
* Lord Walden
o Conjure Poisonous Mixture now deals more initial damage.
o Frost Mixture is now area-of-effect damage.
o Toxic Catalyst now deals less damage over time.
The Stonecore
* Stonecore Earthshapers' Dust Storm does slightly less damage.
* Corborus
o The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
o The visual for Rock Borers spawning during the submersion phase is now different from the Thrashing Charge visual.
* High Priestess Azil
o She grew! She's now 175% the size of a human, up from 125%.
o Gravity Wells should kill Devout Followers more quickly.
o The cast time of Force Grip is now 1.5 seconds, up from 1.
o The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
* Slabhide
o The ground phase lasts longer and has fewer stalactites.
* Ozruk
o There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
o The cast time of Shatter has been increased to 3 seconds, up from 2.5.
o Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result.
* Bug Fixes
o Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
Throne of the Tides
* The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
* Tainted Sentries Swell damage has been reduced.
* The damage of Blight of Ozumat has been reduced by 25% per stack.
The Vortex Pinnacle
* Creatures
o Desperate Speed cast by Temple Adepts has had its duration reduced significantly.
* Altairus
o The visual effects in this encounter have been adjusted to make the wind direction easier to read.
o Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
* Asaad
o Skyfall Stars are now summoned to help him defeat players.
o Static Cling has had its cast time increased to 1.25 seconds, up from 1.
* Grand Vizier Ertan
o His health has been reduced slightly.
o He now knocks away players standing too close to him when he retracts his Cyclone Shield, which now inflicts Nature damage if it touches players.
* Bug Fixes
o Fixed a bug that made Ozruk's Shatter knockback component 10-yard range while the damage had a 15-yard range. Both are 15 yards now.
At least SOME of those can be explained as expecting too much from the groups generated by the RNG. Having the right CC for Beauty for instance.
are those hotfixes that went in yesterday or that all in next patch?
I know, isn't it annoying when someone is right all the time?
The uselessness of totems is by design, unfortunately. If they give a totem a unique buff, then they have to balance raids around having it. For example, I raided a lot of 10 man in wrath without a shaman and missing Wrath of Air was a huge detriment. Also the lock spellpower buff exceeded the bonus given by flametongue totem. So for any given totem you have to expect it to be entirely equivalent to something that someone else brings for free, or so minimal as to be trivial.
In the long term, if they want Shaman to think about totems they will either need to give them a larger variety of buffs to choose from or wrap some personal buff into having the totem down.
Wtf @ nerfing easy heroics already.
Also
fucking LOL @ DK buffs. I'm 100% sure those won't go live, if they do it will be season 5 all over again. "JUST TRY TO FUCKING KITE ME BITCH"
hero class brah
Almost every group comp had the ability to deal with Beauty, and the boss is entirely skippable if you are so unlucky to get the rare comp where you can't. But those pets can be controlled with poly frostnova fear hex trap sap root and hibernate. They can also be snared and don't hit so hard that they can't be kited safely.
Requiring people to think about their crowd controls and reapply them during the fight, now that's hard!
I have a hard time topping the healing meters against the pally and priest in our guild that heal. They just own me and healing rain...it's just hard to get people to stay in with positioning and having to move the bosses out of stuff on the ground. Maybe they could buff it so that it binds all targets in the rain until it's done. Also, as far as shaman healing goes, I'm ok with it because the gear helps a bunch but my huge complaint is the totem range. 30 yards is not enough imo. In a raid or heroic, I think the buffing totems should have at least a 100 yard range or even a raid wide buff. With most buffs being available in a 10 man raid, it's not like we bring a whole lot to the table as is but fuuuuuuuuuuuu if I have to stay within 30 yards of everybody to keep them buffed. Having to run around and constantly pick up and drop totems is not a very mana efficient thing to do while throwing out heals etc.
Sure is overreaction to the heroic nerfs in here. The only fight that became substantially easier for retards is Ashbury.
What's to wonder, they're still firmly behind very hard fights stopping bag pugs dead in their tracks. I note they didn't nerf Springvale, damage from Corborus' shardlings, Heroic Erunak trash, or very many of the other things that cause PUGs to ragequit. The point of my comment is that the only thing worth genuinely wondering about are the changes to Ashbury, which admittedly has one of the steepest learning curves of all the heroic bosses.
You mean aside from the number of nerfs that lower the dps and healing requirements to clear the encounters?
DPS-related nerfs
* Faceless Corruptors now move 10% more slowly.
* Setesh seeks a portal every 25 seconds, up from 20.
* Grand Vizier's health has been reduced slightly.
Healing-related nerfs
* Valiona's Devouring Flame damage has been reduced by 20%.
* Gravity Wells should kill Devout Followers more quickly.
* Frost Mixture is now area-of-effect damage.
* Toxic Catalyst now deals less damage over time.
* Players may still use spell and abilities while afflicted by Forgemaster Throngus's Impaling Slam.
* Stonecore Earthshapers' Dust Storm does slightly less damage.
* The damage done by Lady Naz'jatar's Shock Blast and Naz'jar Tempest Witch Chain Lightning has been reduced.
* Tainted Sentries Swell damage has been reduced.
* The damage of Blight of Ozumat has been reduced by 25% per stack.
* Shatter damage is now reduced by armor, but has been increased by 33.3% (repeating, of course) as a result. (meaning it is likely survivable by a topped-up tank)
General retard-related nerfs
* The warning time for Thrashing Charge has been increased by 1 second. In addition, Thrashing Charge now happens 4 times, down from 5.
* The size of the warning visual for Seismic Shard has been increased to more accurately reflect the area it affects.
* Sadly, in his hubris Baron Ashbury has forgotten how to Mend Rotten Flesh.
* The cast time of Force Grip is now 1.5 seconds, up from 1.
* There is now a precast visual on the ground to make it clear how far away a player must get to be clear of Shatter.
* The cast time of Shatter has been increased to 3 seconds, up from 2.5.
* The visual effects in the Altairius encounter have been adjusted to make the wind direction easier to read.
* Cyclones now knock players straight up, and players hit by a cyclone cannot be hit again for a few seconds.
* Static Cling has had its cast time increased to 1.25 seconds, up from 1.
There's also a few buffs.
I never understood what's so hard about Ashbury. Healer needs to be on top of cleansing, interrupt everything that he casts that can be interrupted, except for the tank (who needs shit all for healing because Ashbury hits like a girl) nobody needs to be healed at all until just before phase 2.