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My wife and I have decided to start a podcast based on one of our favorite activities in WoW – rolling Alts!
If you would like to drop in and share your thoughts as we prepare for our first show, here's a link for you Fractured Alt.
My wife and I have decided to start a podcast based on one of our favorite activities in WoW – rolling Alts!
If you would like to drop in and share your thoughts as we prepare for our first show, here's a link for you Fractured Alt.
From the replies I received on the blog itself and on twitter from those who read it, the Shaman was voted as the top choice for being the first class to use in this project. I'm sure I probably influenced that vote a bit as I mentioned that I had already enjoyed a bit of Resto Shaman leveling in the recent past, but that's fine.
For those of you who have not read the introductory post, Project: High Heals, I'll give you a quick recap. Most guides that you find online in relation to healing are all aimed at end game content, making it hard to find quality information on leveling your healing character beyond a simple layout of when/where to spend your talent points. Since writing guides to help people level, and have fun while they do it, is what I do – that's what I'm going to do with this project. I'm going to level each of the four healing classes from 1-85 without using a non-healing spec the entire time.
Today I'm going to do a bit of outlining for my plans to level the first of the Project: High Heals leveling guides, Bottledwatah the Restoration Shaman.
Healing Tools
Shamans have one of the most balanced healing sets of all the healers, which makes them a good choice for both single-target and multi-target healing. You don't get active multi-target heals until level 40 where you get the Shaman signature, Chain Heal, but your spec-specific bonus heal of Earth Shield allows you to passively heal a target with it while you focus your healing spells on others when necessary. You do get a glimpse of some of your group healing at level 20 when you get Healing Stream Totem, but it's a bit of a passive heal while the totem is in play, and while the healing from it certainly helps, it's not something you can rely on if there's any real amount of damage being applied to your group.
As far as defensive dispels go, Shamans by default can remove Curses and can spend talent points to also remove Magic effects. You can also spec so that using your dispel (Cleanse Spirit) heals the target when you remove a harmful effect so that you're both cleansing and healing with the same spell.
While not exactly a healing ability, Shamans also have the unique ability to resurrect themselves when they die. Warlocks can use soul stones to mimic the effect, but theirs is a "use it or lose it" option so if you die at a time where resurrecting isn't important the effect is kind of wasted where a Shaman can chose to resurrect or not any time they die so long as the 30 minute cooldown is up. It's not really crucial by any means from a leveling standpoint, but it does have its uses and advantages now and then.
Leveling Tools
The Shaman's other two talent trees are both DPS, one caster and one melee. This gives the Shaman an interesting advantage when it comes to leveling as Resto because you're collecting gear that naturally makes you good at casting offensive spells while also having built-in melee attacks that they give you to help you level early on. To compare, the Paladin has melee attacks it can use but there is no Paladin caster spec to draw from, the Priest has two other caster specs that can deal damage but no melee benefit, and while the Druid shares the ability to use melee attacks it requires weaving in and out of forms to switch between casting and melee.
Shamans also have the wonderful use of Ghost Wolf. Granted, you get the spell four levels shy of getting a mount, and it does have a cast time for non-Enhancement Shamans until end game (if you spend the talent points on it), but it's still a great mobility spell that can be used both in doors and during combat. They also have spells that allow them to breath underwater and to walk on top of it.
You can't talk about the Shaman class as a whole without mentioning Reincarnation, the self resurrection spell that you can use after any death so long as it's not on cooldown (30 minutes). The other, big signature feature of the class is the use of Totems. Totems allow you to provide a great number of different buffs to your party which can also be put to good use when leveling solo. Combining the passive/reactive healing of Earth Shield with the glyphed bubble from Stoneclaw Totem for example can give you some incredible survivability.
Leveling Strengths
One of the major advantages of leveling a Restoration Shaman is that you have a solid offensive tool belt that includes both melee and casting attacks, and when you combine that with healing from Earth Shield questing becomes incredibly easy (though not necessarily fast since you get none of the damage buffs that the two DPS specs receive).
As I've mentioned before, you also have the use of Ghost Wolf which can make a lot of your questing faster by increasing your movement speed in doors and such. While you don't have access to them until you're in Northrend levels, you also receive two totems which act as pets and can be a great help while leveling as well. The Fire and Earth Elemental totems are both really good for when you find yourself being attacked my multiple mobs, or when you want to contribute a bit of damage to a boss fight where your other totems aren't necessary.
Leveling Weaknesses
One of the major drawbacks while leveling is that you have no form of crowd control (other than slows) until you reach level 80. Until that point if you happen to pull more mobs than you intended to your only options are to either run away until they reset, or say a prayer to the elements that you can heal yourself enough to survive the pull.
You also have a disadvantage when it comes to gear. While you're leveling you'll often find that Cloth pieces are the best items you can get your hands on when you should be wearing Leather (1-39) or Mail (40+) instead. Caster Leather/Mail pieces and caster shields aren't impossible to find, but they aren't as abundant thanks to the small number of classes and specs that use them.
Intended Leveling Focus
I haven't decided 100% which path I'm going to focus on with Bottledwatah. As I said in the initial post, I'm going to do a bit of everything with these little healers, but each of them is also going to lean towards a certain aspect of the game more than others. The Druid will likely focus more on PvP, for example, where the Paladin may focus more on questing.
Right now I'm leaning towards keeping this one pretty evenly focused on all of the different aspects of the game. I have really been enjoying PvP with her, but I've had a some fun in LFG as well (though I got more queues to pop as DPS in my Resto spec than I have healing so far). Questing is sort of the in between to pass the time between whichever queue I'm in except for when I'm leveling my professions in which case questing is the norm while I gather materials.
Right now Bottledwatah has Herbalism and Alchemy, but with an 85 Tauren Druid with herbalism on the same server I'm considering dropping Bottle's herbs for Tailoring instead. Doing this would remove the benefit of gathering experience (which can really help when you're leveling a healer), but it would make her professions more useful in the long run. I'll keep you updated on the progress of that in the actual leveling guides, though.
Planned Spec
This is the spec that I'm planning to use while I level. My healing experience on a Shaman is pretty limited, so hopefully I've chosen a good build there but I can't say for sure since I'm only level 20. Time will tell, and I'll be sure to pass on any information it happens to share with me.
And as always I'll share the details of the spec along with the order in which I spend the talent points in the actual leveling guides.
Finding information on how to level a particular class in a DPS spec isn't hard to do. Most classes (except Rogues, apparently nobody likes being a Rogue) have at least a decent blogging community dedicated to them and/or you can find posts for it on forums all over the place. You can find most of the same for leveling as a tank as well. But when it comes to healing guides, almost all of them are aimed at healing in heroics or raids, or how to switch from a non-healing spec to the healing spec.
Personally, I don't like just grabbing a random spec I've never tried before when my character is a high level. I don't like learning when I have all the tools I'll ever need thrown at me all at once. Rather than grabbing a spec I know nothing about I prefer to reroll the character, especially if the spec in question is tanking or healing because of their nature. If I pick up an unfamiliar DPS spec my team can usually carry me while I'm busying sucking and trying to figure out what I'm supposed to be doing, but I can't do that as a tank or a healer because I'm the only one filling that role at the time and my failure would lead to the group's failure.
I believe that the best way to become truly skilled and knowledgeable about a particular spec is to level in it. I'm not saying it's the only way, you could certainly do it without ever experiencing the spec until you reach max level, but that knowledge is so much easier to pick up if you've had the time to learn about each and every ability as it becomes available to you rather than just having them all thrown at you at once.
So I'm going to do a little mini-project, which is to level a character form 1-85 in their healing spec the entire way. I know it can be done, my wife did it on her first Paladin. The results of this test, which are going to be based on how fun it was and how hard/easy it is will determine whether it becomes a larger project (leveling all of the healing classes in their healing spec), or if I just say, "that was fun, but uh…yeah, never again."
But I'm not going to take the easy route, I'm not just sticking to LFG where four other people do my leveling for me; I'm going to experience the leveling content in every aspect of the game. So I'm going to take the healer(s) into dungeons, I'm going to take them into battlegrounds and I'm going to quest with them all with the healing spec. I'm not even going to purchase dual specs for them because I know if I do I'm going to be tempted to cheat and grab a DPS spec that I'm sure I'll tell myself "oh, it's just for a BG or two so I can throw someone off of the Lumber Mill in AB." None of that, these suckers are going to live or die (/delete) by their own healing power.
Having done at least some leveling with all of the healing classes with varying degrees of healing experience, I already know a few things off the bat about each class:
Knowing that Druid healing is frequently boring, I'm less inclined to have them be the class I use for the first test. On the flip side, their powerful HoT's could very well make up for their boring factor by allowing me to deal damage during the downtime. I'm still considering the druid, but right now they're the lowest on the list.
Paladin healing I've only done in the low level battlegrounds and tiny bit in Northrend during Wrath. I don't think I have any real "need" for another Paladin right now, so I might leave this one for one of the last slots as well as the character would likely end up deleted and rarely/never played.
The Priest is a class I'm really enjoying right now, but still in the Shadow spec that I've recently blogged about. I'm not a great Priest healer and that's something that I want to work on, and I'd really love to learn it by leveling instead of just flailing into it on my 85. As such, this is a big contender for first or second. I would likely go Holy over Disc because Holy is labeled more as the "used for heals only" spec where Disc is more "use for heals or leveling".
Lastly we have the Shaman, a class I'm also having a lot of fun leveling right now, but both of my existing Shaman are in DPS specs. My Resto Shaman experience extends to about level 25 as my current Enhancement Shaman was originally a level 19 Resto Twink (which is why he's named Tiklemonster, btw). I know that Shaman healers are very powerful at low levels as even after Cataclysm I managed to solo a couple of the low level dungeons, one of which (SFK) my buddy Cynwise hasn't managed to solo yet on his super-twinked 19 Prot Warrior…yet. This ranks the Shaman near the Priest in priority as I had a lot of fun with the Resto spec.
So for right now I'm left with the big question – Resto Shaman or Holy Priest.
NOTE: This guide is currently in the process of being upgraded for Patch 6.1. I'm going to save the updates I make as I make them, so be aware that at this time there are portions of this guide that have been updated and other portions that have not. Once all updates have been made I will remove this notification.
You can take a look at this Wowhead Link for a full list of heirloom gear.
With my interest in WoW renewed, thanks almost entirely to people asking me to update this guide and me in turn looking into the game again, it's time to get this puppy updated with the most recent changes to heirlooms in Warlords of Draenor.
The table below provides links for you to jump straight to your class and spec to find out which heirlooms you should be using in order to optimize your performance. Once you go to the section for your class and spec you will find a table that lists all of the heirloom items for each slot, at the bottom of that table you will find another link to see which enchants you should use on those heirlooms while you level.
That's your new intro, now let's get to the good stuff!
Turn the page to find out more…
This post's MS Paint was done on a laptop with just the trackpad, so they're even "better" then usual. Enjoy!
Playing an Enhancement Shaman
There isn't all that much that changes in this particular level range from the 1-29 range. You're still primarily a melee DPS class that weaves spells in between your attacks. But, you do start to get a better feel for how the class is going to play at max level as you finally get access to some of your really key features such as dropping all four totems with a single cast, actually having access to all four totems in the first place, and the ability to resurrect yourself.
As Enhancement, you'll still have a very hybrid combat style where you weave melee and spells into a deadly mixture of ferocity, and the higher you get in level the more apparent that becomes. You don't quite hit the premium level of that mixture in this level range, but you're getting closer.
Enhancement-Specific Tips
The biggest suggestion I have for this bracket is directed at those of you who have played Enhancement in the past and are now leveling new ones or trying to get back into the class/spec after a long time away from it – do not use dual Windfury Weapon buffs. I loved rocking dual WF back in the day and seeing those swirly black tornados of doom popping left and right, but you're gimping your own DPS if you do it. Also, don't think you can get away with using spell caster weapons or fast weapons either, that's all been nerfed.
Windfury Main Hand – Flametongue Off Hand
Otherwise, it's pretty much business as usual compared to the last guide. The main difference is that Windfury is going to drastically increase how fast you kill things. This is where you'll really be able to appreciate the greatness that is instant-Ghost Wolf, and where you'll start to develop a closer relationship with your totems as casting them all is much easier as is removing them all and restoring mana in the process.
Important Spells & Abilities
Note that all numeric values are taken from the level 49 version of the spell for the purposes of this post.
Level 30-39
Ancestral Recall was one of my favorite things about the Shaman when I first started playing; back when your hearthstone had a one hour cooldown. It's still useful, but with the cooldown on your hearth lowered to 30 minutes, or 15 with the guild perk that most people have by now, it's not quite as good as it used to be. But, it's still a really useful spell if you're doing a lot of travel (anyone doing Archeology out there?).
Call of the Elements and Totemic Recall are the both spells I would have killed for back in the day when I leveled my first shaman. Being able to drop all four totems (or fewer if you wish) with a single click/cast is a fantastic upgrade from the multiple GCD's it would have taken you before. Totemic Recall destroys all of your existing totems and gives you a portion of their mana cost back when you do. The main benefit of this spell, as Enhancement, is to clear your totems from an area where they might draw some accidental agro.
Reincarnation is one of the signature abilities of the Shaman, allowing you to resurrect yourself when you die. If you've ever played a Warlock it works more or less the same as a Soul Stone, except that you can't cast it on anyone else and you don't have to cast it on yourself beforehand as you can cast it anytime you die as long as it's not on cooldown.
Windfury Totem gives you melee haste, and it's your best default Air totem with its duration and general benefit. In dungeons it's going to be a great help when you have melee or hunters in your group. Magma Totem is your AoE totem of choice as it deals AoE damage itself as well as allowing you to cast your Fire Nova through it. If you have several mobs around you, go ahead and drop the Magma Totem, but remember that Searing Totem will give you more damage for single targets, especially as you get higher in level.
Windfury Weapon is THE reason why I love the Shaman class and the Enhancement spec. Windfury Weapon procs cause you to get three free, instant attacks on your target. I like to call the "swirly black tornado of DOOM" because that's what it looks like, and that's what it is. If you have a decent weapon for your level then Windfury procs generally mean that your target is dead, even if they were at full health.
Lava Burst isn't really associated with being Enhancement, but I want to mention it anyway for its auto-crit property. You won't often end up in situations where casting spells trumps melee, but for those rare instances where you end up rooted/snared or that your target is fleeing, this can be a really great option. You'll be in the habit of having Flame Shock on all of your targets anyway, so this one's basically a free ranged crit on demand. Since I'm mentioning PvP in my leveling posts now as well, this is especially worth mentioning even if it's not something you're casting in every battle.
Grounding Totem is another great spell that further increases the Shaman's varied tool set. It's often dismissed as a PvP totem, for which it is fantastic (and is getting buffed, though the cooldown is getting nerfed), but it does have some solid usefulness in PvE as well. You'll find more spell casters in dungeons than in just questing, but any time you're up against casters you might as well utilize your get-out-of-target-free card.
Another one of my favorite spells for the Shaman is Far Sight, which many players simply dismiss. For PvE, yeah, it's about half a step above worthless. But, it's still both fun and useful. It's biggest benefit is PvP, where you can scout areas at range. In Arathi Basin I like to defend the Mine while casting Far Sight on the top of the Blacksmith which gives me a clear view of the entire map, including Lumber Mill. In Warsong Gulch you can spy on the enemy base from the safety of your own (you need to be on the "outside" section between the tunnel and the roof to do this from "inside" the bases).
I love casting Far Sight in PvE to hunt rare spawns. The great thing about Far Sight is that you cast it on any area that you can see on your screen, but you can recast it to any point that you can see from the place you're already looking at with Far Sight, so you can chain cast this to look at the entire continent. You can also use it to hunt vanity pets from raptor nests such as the Ravasaur Hatchling, Leaping Hatchling, and Darting Hatchling.
Level 40-49
It's important to note that at level 40 you also gain the ability (finally) to wear Mail armor, and you'll want to upgrade your gear as soon as possible as not only do you get more armor from Mail, but you're also about to enter the level range where you get a buff to your primary stat (Agility) only if you're wearing your class's particular armor type in all slots, which happens to be Mail for Shamans.
Call of the Ancestors is the same thing as Call of the Elements at level 30, except that it allows you to set a different group of the totems so you can work with the tools you need in any situation without a lot of time spent juggling them around. You'll end up with four of these all together and that's basically what they're for. I like having one set up for general questing and dungeons and another for PvP.
As I've said before, mana isn't a big deal for Enhancement, but Mana Spring Totem is worth mentioning because your totems are great buffs for your party and mana is one of the major obstacles for people to deal with in dungeon settings. This is my default Water Totem for that very reason. Wrath of Air Totem I mention for the same reason I do Mana Spring; you aren't a caster but you'll definitely end up with at least one in any dungeon or battleground that you go to.
There are a few other spells you get in this range as well, and while they are useful they aren't that great for Enhancement. Chain Heal is the biggest potential exception there, but it's not as good at this level as it will be in another 20 levels when you can cast it instantly.
Leveling an Enhancement Shaman
Weapon Imbues: Windfury Weapon (main hand), Flametongue Weapon (off hand)
Totems:Strength of Earth Totem, Searing Totem (Magma for AoE), Mana Spring Totem, Windfury Totem
While Windfury Weapon is fantastic, it has an internal cooldown on it that will make your off hand weapon occasionally rob you of procs on your main hand which will result in decreased DPS. At level 62 I lost roughly 220 DPS using dual Windfury Weapon, and I didn't even have all the talents that make Flametongue Weapon really shine for the off hand.
[EDIT: I had Primal Strike listed in the rotations instead of Stormstrike. Primal Strike is worthless once you have Stormstrike, so remove it from your bars and forget that it exists. The two share a cooldown, and Stormstrike out performs Primal Strike in every way.]
Questing Single Mob (no change from the 29 Guide)
In this rotation you're just going to destroy targets as fast as possible. If you're using heirloom weapons then I definitely suggest you stick to using Earth Shock as your go-to shock spell, but if you're not using heirlooms then you might find Flame Shock to be a better option for the opening cast as it's DoT damage will add up over time to be even more than Earth Shock. Any shocks you cast after the first one should be Earth Shocks though, unless you missed with the Flame Shock cast.
Questing Multi-Mob
Now that you can drop all four of your totems with a single cast I suggest you drop them as you rush into combat instead of planting them in advance as it just saves time. You can plant them ahead of time if you'd like, I just prefer doing it on the move. If the group of mobs you're going to fight are close together, go ahead and pull them with a Chain Lightning, otherwise just stick to the rotation.
The point here is primarily to get Flame Shock cast on all of your targets so that they're all taking damage, and then speeding up their deaths with your melee attacks. Light one up, bash them in the face a time or two, switch targets and repeat. Windfury procs will speed up your multi-mob combat speed a lot when it procs.
If you need to heal in these situations, go ahead and do so. If you find yourself running short on mana because you're healing go ahead and switch over to Water Shield for the mana return and switch back to Lightning Shield when your health and mana are at a more manageable level.
LFG Trash
This one is the same as solo questing, except that sometimes you might want to bother with totems and others you might not. I don't cast my totems by default at this level when I'm doing LFG, instead I wait to see how quickly we're progressing through the instance. If we're moving at a fast pace then I usually don't bother with any of them until we see a boss. If we're going kind of slow or we have people who are /afk or something, then I'll go ahead and drop the totems to increase everyone's performance.
For most trash pulls though, just stick to Earth Shocks and using your melee strikes as often as possible.
Wind Shear: Deserves a special mention here though. Shamans have crazy-good spell interruption capabilities thanks to Wind Shear. If you see a mob casting spells, particularly a healer, interrupt as many of their spells as possible. If you're in instances with caster mobs who are especially annoying then be sure to make use of Wind Shear when they're casting the spell you don't want to go through.
During boss fights you can also use this to lower your Threat as you can cast it even if there's not a spell to interrupt. With Windfury procs, each extra attack can generate a critical hit which can send your threat through the roof. With such a short cooldown and the fact that it can be cast regardless of the GCD, there's really no reason for you not to use it.
LFG Boss
For bosses you want to maximize your DPS potential. That means that you're going to make sure Flame Shock stays active on the boss as long as possible, and that you're going to utilize your totems for the good of your group.
Totems: Strength of Earth, Flametongue (2+ casters, Searing otherwise), Mana Spring, Windfury (Wrath of Air for 2 casters)
Using Searing Totem will give you a higher, personal DPS score on a boss fight, but if you have at least one caster DPS in your group then you should probably lean towards Flametongue as both they and the healer will benefit from it as will you (though to a lesser extent). If there are no caster DPS in the group then switch your Fire totem over to Searing and drop it right next to the boss when you move into melee range. Mana Spring is the choice for Water as your mini heals from the other won't help nearly as much. Windfury is your default Air, but if your other two DPS are both casters then go for Wrath of Air instead since Haste really isn't your top priority anyway.
Once Flame Shock is dealing its damage you'll start rotating through your melee attacks and casting Earth Shock as filler while you wait to refresh Flame Shock. If you time your shocks just right you can get two Earth Shocks off with almost perfect timing for your shocks to refresh just as Flame Shock ends, allowing you to reapply it immediately with no time lost.
Wind Shear will still work on many boss abilities at low levels, so be ready to use it when you get the chance as Shamans have a fairly flexible and laid back rotation at this point. Spells you want to interrupt in particular are healing spells and AoE damage spells such as Chain Lightning. I could go into specifics, but this is a class guide, not a boss guide, so just use your own judgment. Remember that Wind Shear also lowers your threat, which can be a big deal now that you have Windfury Weapon on your main hand and can generate some very high burst threat.
Talent Spec: 49 Enhancement Shaman
Honorable Mention: Frozen Power 2/2: Increases the damage done by your Lightning Bolt, Chain Lightning, Lava Lash, and Shock spells by 10% on targets afflicted by your Frostbrand Attack effect, and your Frost Shock has a 100% chance to root the target in ice for 5 sec. when used on targets at or further than 15 yards from you.
Static Shock is first on my list because I like to have more consistent DPS increases rather than relying on something like crit chance. While there's only a 45% chance to proc the talent, that's still much more consistent than a bit of crit chance. That being said, I do like Elemental Devastation for additional crit on my melee attacks when I crit with spells. With the Shaman's hybrid melee/caster play style you'll deal with a lot of opportunities to get this to proc. I suggest splitting the points you spend it though, because of this next talent.
Searing Flames is the reason why your Flame totem of choice is Searing Totem. It causes the totem to turn into a stacking DoT debuff. While level 49 opens you up to another key class/spec ability (Shamanistic Rage), I don't feel that this one in particular needs to be rushed into as survivability is typically a non-issue while leveling and you don't really have enough high-cost spells to need the mana benefits of it just yet. Instead I suggest you increase our DPS through Unleashed Rage as it not only gives you 5% more attack power (10% once you spend the other point in it), but it also reduces your chance to be avoided. Not only that, but it gives that benefit to your whole party/raid.
The Honorable Mention is a talent that I spent points in instead of topping off Elemental Devastation right away. It's usually considered a PvP talent since it freezes people in place and gives extra buffs when using Frostbrand Weapon (the PvP imbue), but I really enjoy using it in PvE as well. I use it often when gathering to freeze mobs that would otherwise stop me from gathering, I use it to stop runners (though I could use a totem for that), and of course I do love using it in PvP as well. I like having types of control in my tool set for any class that I play, and this talent fits very well into my play style.
Prime Glyphs
With Lava Lash being a staple attack and the fact that you get it at level 10, this is my first choice of Prime Glyphs, increasing its damage by 20%. Next up is Stormstrike as the bonus crit can be useful with how many spells you cast in combat. Finally I have Flame Shock listed though it's important to note that it's really only useful in LFG boss fights or in PvP as typical mobs and dungeon trash will not live long enough for even the normal duration to matter.
Major Glyphs
Lightning Shield is overall going to be the most useful glyph for you here; it's how you turn your Lightning Shield into a solid 10 minute buff instead of lasting only for three hits worth. Ghost Wolf is my next choice because moving faster is always a good thing, both in PvE and PvP. Frost Shock deserves a mention for those of you interested in getting into some low level PvP, though I would
generally always suggest Ghost Wolf above this one for that purpose.
Fire Nova is probably the best investment if you're looking to beef up your AoE ability in dungeons by increasing its radius and taking away the hassle of replanting your totems. Chain Lightning is one I haven't used myself, but it deserves a mention for AoE if you enjoy it.
Minor Glyphs
I'm a huge fan of getting rid of reagents, so Water Walking is the definite first choice here. We have a few more options that do the same thing for spells that opened in this range, with Water Breathing and Renewed Life. Of the three, you'll cast Water Walking more often (I do, at least), but Renewed Life is probably more valuable overall. The other cool option is Ancestral Recall, which cuts the cooldown in half. It's not super useful in today's short hearthstone world, but if you need to do a lot of back and forth travel (*cough*archeology*cough*) then it can be really useful. Arctic Wolf is a simple vanity glyph that just changes the way you look in Ghost Wolf form.
Gearing Up Your Shaman
As Enhancement your primary stat is Agility. Each point gives you 2 Attack Power and it also boosts your Melee Crit (and Dodge). Intellect boosts your Spell Power on a 1:1 ratio, and it also increases your Spell Crit and your mana. Strength is a decent stat for you as it still gives a 1:1 ratio for Attack Power, but it's not something you really want to seek out unless you just cannot find any Agility pieces at all for those slots.
You also want to look for gear with Hit on it in particular since you take a penalty to melee hits for dual wielding. You don't need a ton of Hit to get you by while you're leveling, but if you find some good Agility pieces that also have Hit on them then be sure to pick them up.
For green gear with random enchants you're probably most interested in "..of the Falcon" (Agility and Intellect), "..of the Tiger" (Agility and Strength), and "..of the Monkey" (Agility and Stamina).
As you get into running random dungeons you're looking for items with the "..of Agility" and "..of the Bandit" (Agility, Stamina, and Crit) enchant on them from the Satchel of Helpful Goods.
There are two ways you can look at gearing up your low level Shaman. You can either go for maximum killing potential, which is stacking Agility above all else, or you can go with a more balanced build where you look for gear with both Agility and Stamina. I prefer maximizing my damage potential, personally, and going for good survival pieces in slots that I have no Agility piece to fill in. If you're not used to healing on the fly as a DPS spec though, you might want to lean more towards survival.
Dungeon Gear
I got some good feedback from putting the dungeon drop list in the last post, so here's one for this level range as well. Again, I'm not going to go into detail as far as which pieces to pair up from which dungeons to get a "best in slot" list, but I will give you a list of the items that if they dropped for me, I would consider rolling on if they were an upgrade to what I currently had.
A lot of the "good" lower level gear is tuned more towards Strength, which is still good though it's not great. Agility is where it's at, so don't pass up an Agility piece for a Strength piece unless the value is at least twice that of the Agility piece.
Also remember that while Leather is still really good gear for you, you should try to upgrade all of your armor slots to Mail as soon as possible from level 40 on.
Scarlet Monastery: Graveyard
Bloody Brass Knuckles: Fist Weapon, +5 Agility, +5 Hit
Ebon Vise: Leather Gloves, +9 Agility, +6 Stamina, +6 Crit
Ironspine's Eye: Ring, +9 Agility, +4 Crit
Ironspine's Fist: 1H Mace, +3 Agility, +5 Stamina, +3 Hit
Ironspine's Ribcage: Mail Chest, +8 Strength, +11 Stamina, +8 Crit
Gloves of the Pure: Leather Gloves, +5 Agility, +8 Stamina, +5 Hit
The Ebon Vise gloves drop from a rare spawn. Ironspine's Eye also comes from a rare spawn, as does his Fist and Ribcage. Ironspine's Fist isn't the best weapon for us, as it's a little bit fast, but at least it has both Agility and Hit. The Gloves of the Pure are a quest reward.
Scarlet Monastery: Library
Dog Training Gloves: Leather Gloves, +9 Agility, +6 Stamina, +6 Hit
Houndmaster's Belt: Leather Belt, +6 Agility, +9 Stamina, +6 Crit
The Houndmaster's Belt is a quest reward.
Scarlet Monastery: Armory
Herod's Shoulder: Mail Shoulder, +11 Strength, +7 Stamina, +7 Crit
Raging Berserker's Helmet: Mail Helm, +16 Strength, +5 Agility, +8 Crit
Herod's Medallion: Neck, +5 Strength, +7 Stamina, +5 Hit
Cloak of the False Champion: Cloak, +5 Agility, +7 Stamina, +5 Crit
Herod's Medallion, and the items listed below it, are all quest rewards, and they're all from the same quest as well. Pick whichever item is the best upgrade for your current gear.
Scarlet Monastery: Cathedral
Branded Leather Bracers: Leather Bracer, +10 Agility, +6 Stamina
Gauntlets of Divinity: Mail Gloves, +13 Agility, +7 Stamina, +4 Hit
Hand of Righteousness: 1H Mace, +7 Intellect, +7 Spirit
Scarlet Leggings: Mail Legs, +20 Strength, +10 Stamina
Grasps of the Insane: Mail Gloves, +7 Strength, +11 Stamina, +7 Haste
Band of Grandiose Illusions: Ring, +5 Agility, +8 Stamina, +5 Crit
I mention the Hand of Righteousness only because if you don't have access to heirlooms then despite the fact that the bonus stats on it kind of suck for your spec, the damage and speed on it aren't too bad. While it's definitely more of a caster weapon, if nobody needs it and it's an upgrade for you, go ahead and take it.
The Grasps of the Insane and Band of Grandiose Illusions are both quest rewards from the same quest.
Razorfen Kraul
Ferine Leggings: Leather Legs, +15 Agility, +10 Stamina
Whisperwind Headdress: +8 Stamina, +15 Intellect, +5 Crit
Tusken Helmet: Mail Helm, +11 Agility, +11 Stamina, +11 Crit
Pronged Reaver: 1H Axe, +6 Agility, +4 Hit
Agamaggan's Clutch: Ring, +6 Stamina, +6 Intellect, +6 Spirit
Monkey Ring: Ring, +8 Agility, +6 Crit
Agamaggan's Silent Tear: Ring, +5 Agility, +8 Stamina, +5 Hit
Boots of the Noble Path: Mail Boots, +7 Strength, +11 Stamina, +7 Crit
The Ferine Leggings may be leather, but they have great stats on them. The Tusken Helm and Pronged Reaver are particularly great drops, assuming you don't have heirlooms to fill those slots instead.
The Monkey Ring, and the items below it, are all quest rewards. The Ring is from one quest, the rest from another. Again, some are listed just as upgrades to slots that you might be struggling with, not necessarily because they're "great" items.
Grovekeeper's Drape: Cloak, +8 Agility, +5 Stamina, +5 Crit
Claw of Celebras: Off Hand Fist Weapon, Chance on hit: Poisons target for 9 Nature damage every 2 sec for 20 sec.
Albino Crocscale Boots: Leather Boots, +12 Agility, +6 Stamina, +4 Hit
Fungus Shroud Armor: Leather Chest, +17 Agility, +11 Stamina
Phytoskin Spaulders: Leather Shoulders, +12 Agility, +6 Stamina, +4 Hit
Bloomsprout Headpiece: Mail Helm, +15 Strength, +15 Stamina
Bracers of the Stone Princess: Mail Bracers, +8 Agility, +5 Stamina, +5 Hit
Elemental Rockridge Leggings: Mail Legs, +15 Strength, +10 Stamina, +10 Crit
Infernal Trickster Leggings: Mail Legs, +13 Agility, +9 Stamina, +9 Hit
Rockgrip Gauntlets: Mail Gloves, +11 Agility, +7 Stamina, +7 Crit
Fist of Stone: 1H Mace, Chance on hit: Restores 50 mana.
Blackstone Ring: Ring, +6 Strength, +6 Stamina, +6 Hit
Leggings of the Verdant Oasis: Leather Legs, +10 Agility, +15 Stamina, +10 Hit
The Leggings of the Verdant Oasis are a quest reward.
Oilskin Leggings: Leather Legs, +15 Agility, +15 Stamina
Revelosh's Spaulders: Leather Shoulders, +10 Stamina, +Random Enchant
Rockshard Paulders: Leather Shoulders, +11 Agility, +8 Stamina, +8 Hit
Worn Running Boots: Leather Boots, +13 Agility, +9 Stamina
Cragfists: Mail Gloves, +8 Crit, +Random Enchant
Horned Viking Helmet: Mail Helm, +17 Strength, +17 Stamina, Use: Charge an enemy, knocking it silly for 30 seconds. Also knocks you down, stunning you for a short period of time. Any damage caused will revive the target. Chance to fizzle when used against targets over level 60. (30 Min Cooldown)
Ironaya's Bracers: Mail Bracers, +Random Enchant
Revelosh's Armguards: Mail Bracers, +8 Stamina, +Random Enchant
Revelosh's Boots: Mail Boots, +10 Stamina, +Random Enchant
Galgann's Firehammer: 1H Mace, +7 Stamina, Chance on hit: Blasts a target for 80 to 112 Fire damage.
Archaedic Stone: Ring, +50 Armor, +Random Enchant
Durdin's Hammer: 1H Mace, +4 Agility, +7 Stamina, +4 Hit
Band of Uldaman: Ring, +9 Stamina, +6 Intellect, +6 Spirit
Uldaman is kind of cool in that a lot of the boss drops have random enchants. At the same time, it sucks for that very same reason. You're looking for enchants with Agility or Attack Power, Intellect isn't too bad, nor is Strength. Galgann's Firehammer is a great weapon if you don't have heirlooms; it's just a big faster than optimum, but the damage proc can add up fast with Windfury Weapon procs as all four attacks can proc the extra damage.
The following items are Horde-only because the "bosses" they drop from are friendly to Alliance toons: Worn Running Boots, Horned Viking Helmet. I would love to get my hands on that helmet, and I might farm it with my Tauren just so I can have it. This item used to be Plate, but was switched to Mail in Cataclysm.
The last 2 items there are quest rewards.
Has an insane amount of gear in it. Since we're getting into level 40 content, I'm only going to list Mail Armor from now on, even though there may be some really nice upgrades for you that are Leather. I'm also going to stop listing items that do not give a bonus to Agility, except for weapons, and special slots such as trinkets and relics.
If you want a full list of the items that drop, you can follow this link and search through them yourself.
Bloodmail Armor Set: Mail Belt, Boots, Gloves, Chest, Legs: +58 Agility, +58 Stamina, +34 Crit, +24 Hit
Bone Golem Shoulders: Mail Shoulders, +14 Agility, +10 Stamina
Shadowy Mail Greaves: Mail Boots, +10 Agility, +10 Stamina, +10 Haste
Windreaver Greaves: Mail Boots, +14 Agility, +10 Hit
Iceblade Hacker: 1H Axe, +7 Agility, +7 Crit
Bonechill Hammer: 1H Mace, Chance on hit: Blasts a target for 90 Frost damage.
Hammer of the Vesper: 1H Mace, +7 Strength, +7 Stamina
Libram of Divinity: Relic, +4 Stamina, +4 Intellect, +4 Spirit, 1 Prismatic Gem Slot
Totem of Sustaining: Relic, +4 Stamina, +4 Intellect, +4 Spirit, 1 Prismatic Gem Slot
Discipline Rod: 1H Mace, +5 Strength, +7 Stamina, +5 Hit
Shackles of Punishment: Mail Bracers, +6 Agility, +9 Stamina, +6 Crit
Of particular note are the Libram of Divinity and Totem of Sustaining as they are both Relics which you've likely not had access to up to this point, nor will you likely have access to another for quite some time. They also have a gem slot which can give you even more stats, though depending on which gem you put in you may not be able to benefit from the extra stats for quite a while.
You can use up to a Delicate Cardinal Ruby in this relic for +20 Agility, or if you can't find/make/afford one then you can go with a Delicate Scarlet Ruby for +16 Agility instead. There are also lesser versions that will cost less gold on the AH (and give you less Agility), but those are the top two you're looking for and they should be easy to find since people are still using them in some of their Cataclysm gear.
You may also consider using one of these Hit Gems since dual wielding requires more Hit, or you may even want to consider one of these Intellect Gems to increase the damage and crit rate of your spells as well as the size of your mana pool. Being able to use up to Wrath level gems in a level 40 item is pretty fantastic.
The last two items are quest rewards.
Razorfen Downs
Boar Champion's Belt: Mail Belt, +13 Agility, +8 Stamina, +8 Crit
Koriastrasza's Amulet: Neck, +7 Agility, +10 Stamina, +7 Hit
The Amulet is a quest reward.
Dire Maul
Dire Maul has even more loot in it than Scholomance does, and that's saying something. Again, I'm going to leave out all non-Mail gear and all non-Agility gear save for Weapons and other exceptional non-armor pieces.
Evil Eye Pendant: Neck, +11 Agility, +5 Hit, +4 Crit
Fluctuating Cloak: Cloak, +7 Agility, +7 Stamina, +7 Haste, +4 HP/5 seconds
Jagged Bone Fist: 1H Fist Weapon, +6 Agility, +6 Stamina, +6 Crit
Demon Howl Wristguards: Mail Bracers, +7 Agility, +7 Stamina, +7 Crit
Gauntlets of Accuracy: Mail Gloves, +14 Agility, +10 Hit
Leggings of Destruction: Mail Legs, +15 Agility, +15 Stamina, +15 Crit
Odious Greaves: Mail Boots, +10 Agility, +10 Stamina, +10 Haste
Ogre Forged Hauberk: Mail Chest, +21 Agility, +9 Stamina, +9 Crit
Warpwood Binding: Mail Belt, +10 Agility, +10 Stamina, +10 Crit
Well Balanced Axe: 1H Axe, +7 Agility, +7 Stamina
Hammer of Revitalization Main Hand Mace, +5 Stamina, +12 Intellect
Ring of Demonic Potency: Ring, +7 Agility, +7 Stamina, +7 Crit
Tarnished Elven Ring: Ring, +12 Agility, +8 Hit
Counterattack Lodestone: Trinket, +14 Strength, +14 parry
Dire Maul: 1H Mace, +5 Agility, +7 Stamina, +5 Haste
The Hammer of Revitalization gets a special mention because of its damage. It doesn't give us the best stats, but that 12 Intellect is still pretty good and the damage is higher than the other weapons listed here.
The Counterattack Lodestone should go to a tank, of course, but if they don't want it then you might as well take it as you're not likely to have anything especially better.
The Dire Maul is a quest reward.
Ripsaw: 1H Axe, Chance on hit: Wounds the target for 75 damage.
The Hand of Antu'sul: 1H Mace, Chance on hit: Blasts nearby enemies with thunder increasing the time between their attacks by 11% for 10 sec and doing 7 Nature damage to them. Will affect up to 4 targets.
The Hand of Antu'sul is a great weapon. It doesn't have any stats on it, but it has solid damage and the proc on it has no cooldown, meaning when you dual wield them you can have several back-to-back procs off of all of your attacks and all of your Windfury-procced attacks as well, turning you into quite the low level AoE melee machine.
Here's another instance with a huge loot table, so again I'm skipping non-Mail, non-Agility Armors, but including any good weapons or otherwise exceptional pieces of gear.
Cape of the Black Barron: Cloak, +9 Agility, +9 Stamina, +9 Haste
Stoneskin Gargoyle Cape: Cloak, +9 Agility, +9 Stamina, +9 Haste
Gargoyle Shredder Talons: Off Hand Fist Weapon, Chance on hit: Wounds the target causing them to bleed for 110 damage over 30 sec.
Willey's Back Scratcher: Main Hand Fist Weapon, +6 Agility, +6 Stamina, +6 Crit
Beaststalker's Boots: Mail Boots, +14 Agility, +23 Stamina
Crown of Tyranny: Mail Helm, +14 Agility, +14 Stamina, +14 Crit
Gauntlets of Deftness: Mail Gloves, +17 Agility, +8 Stamina, +8 Hit
Timmy's Galoshes: Mail Boots, +11 Agility, +11 Stamina, +11 Haste
Darkspinner Claws: Mail Gloves, +9 Agility, +9 Stamina, +13 Nature Resist, +13 Shadow Resist, +9 Crit
Bone Slicing Hatchet: 1H Axe, +9 Agility, +6 Stamina, +6 Crit
Soul Breaker: 1H Axe, Chance on hit: Target enemy loses 12 health and mana every 3 sec for 30 sec.
The Cruel Hand of Timmy: 1H Mace, Chance on hit: Lowers all attributes of target by 15 for 1 min.
Idol of Brutality: Relic, +5 Agility, +5 Stamina, +5 Dodge
Ramstein's Lightning Bolts: Trinket, +8 Hit, Use: Harness the power of lightning to strike down all enemies around you for 200 Nature damage. (5 Min Cooldown)
Balnazzar's Hide: Cloak, +7 Agility, +10 Stamina, +7 Hit
Idol of the Paragon: Relic, +5 Agility, +5 Stamina, +5 Hit , +1 Prismatic Gem Socket
Book of the Paragon: Relic, +5 Stamina, +5 Intellect, +5 Haste, +1 Prismatic Gem Socket
Relic of the Paragon: Relic, +5 Stamina, +5 Dodge, +5 Hit, +1 Prismatic Gem Socket
Statue of the Paragon: Relic, +5 Strength, +5 Stamina, +5 Crit, +1 Prismatic Gem Socket
Balnazzar's Hide is a quest reward, as are the four relics at the end of that list. With a sure way to get your hands on an early relic, I highly suggest you run Strath once you reach the level required to get one (Idol is the one you want, btw). Slap a Wrath level gem in that sucker for +20 Agility, +20 Hit, +20 Intellect or anything else you please.
I mention the Lightning Bolts trinket primarily because it's additional Hit, but also because it has an AoE Lightning effect which just screams Shaman while also being interesting.
PvP Rewards
Sentinel's Medallion: Neck, +12 Agility, +8 Stamina (45 Honor)
Highlander's Chain Greaves: Mail Boots, +8 Agility, +17 Stamina, +8 Crit, +8% Run Speed (70 Honor)
Highlander's Chain Girdle: Mail Belt, +10 Agility, +8 Stamina, +14 Crit (70 Honor)
Protector's Band: Ring, +10 Strength, +9 Agility, +6 Stamina (45 Honor)
These are all the Alliance versions of the items, but there are links to the Horde version on each page.
According to Wowhead there was some clarification made by Blizzard last night in regards to Call to Arms, particularly about the extra incentive reward.
The extra items and such that you get come in the Satchel of Exotic Mysteries, which is similar to the satchels you get for running random dungeons while you level. Except for one very key point – these satchels are BoA, meaning you can farm randoms on your tanking alt and send the rare mounts or pets to your main. If you get your hands on the Baron's mount, but you've already got one, just send it over to another one of your alts.
There was also false information put out in relation to the flasks and elixirs. Rather than being suited to the spec of the tank/healer that you get the satchel on they will be randomly generated so that you have a variety of flasks to send to different characters (or sell on the AH if you don't have one that can use it).
They also clarified that the drop rate of the rare mounts is going to be exactly the same as the actual mount drop rate from the bosses that drop them, which addresses one of my concerns that I hadn't vocalized yet.
I think making these items BoA does give it a lot more potential to be successful as players will be more likely to switch to their alts when they don't have anything pressing to do and queue up for a random at a chance to win those mounts for their main. It also has the potential to overcome the problems I mentioned yesterday about tanks getting the items they're interested in and then not using the Dungeon Finder anymore. Being able to send them to other toons is a pretty big deal in my opinion.
As for whether or not this will help it be more than just a band-aid fix, I think this will definitely add some more longevity to it, but I'm not convinced this is the definitive answer. As far as mounts are concerned, as they're the major draw here, I don't know how long a series of ground mounts is really going to thrill people in a world we can now fly in, but at least they did pick some of the more sought-out mounts to use for it.
I do think that this was a big step in the right direction for being such a small change, and at this point I'm ready to kick back and watch to see how it all turns out. Making them BoA may very well encourage a large number of players to tank on their alts to win mounts for their mains, which may prove to be just the kind of response that Blizzard is looking for.
In case you're behind on your 4.1 information, like I was, there's a new drama queen in town called Call to Arms. Before I get into it, lets have a look at it:
In patch 4.1 we'll be introducing Dungeon Finder: Call to Arms, a new system intended to lower queue times. Call to Arms will automatically detect which class role is currently the least represented in the queue, and offer them additional rewards for entering the Dungeon Finder queue and completing a random level-85 Heroic dungeon.
Any time the Dungeon Finder queue is longer than a few minutes for level-85 Heroics, the Call to Arms system kicks in and determines which role is the least represented. In the case of tanking being the least represented role, the "Call to Arms: Tanks" icon will display in the Dungeon Finder UI menu where class roles are selected, and will also display on the UI when the queue pops and you are selected to enter a dungeon. Regardless of your role, you'll always be able to see which role currently has been Called to Arms, if any.
Call to Arms is meant to lower wait times by offering additional rewards for queuing as the currently least represented role. To be eligible for the additional rewards you must solo queue for a random level-85 Heroic in the role that is currently being Called to Arms, and complete the dungeon by killing the final boss. Every time you hit these requirements (there is no daily limit) you'll receive a goodie bag that will contain some gold, a chance at a rare gem, a chance at a flask/elixir (determined by spec), a good chance of receiving a non-combat pet (including cross faction pets), and a very rare chance at receiving a mount. The pets offered come from a wide variety of sources, and include companions like the Razzashi Hatchling, Parrot Cage (Cockatiel), and Tiny Sporebat, but the mounts are those specifically only available through dungeons (not raids), like the Reins of the Raven Lord from Sethekk Halls, Swift White Hawkstrider from Magisters' Terrace, and Deathcharger's Reins from Stratholme.
This system is meant to address the unacceptable queue times currently being experienced by those that queue for the DPS role at max level. The long queue times are, of course, caused by a very simple lack of representation in the Dungeon Finder by tanks, and to some extent healers. We don't feel the tanking and healing roles have any inherent issues that are causing the representation disparity, except that fulfilling them carries more responsibility. Understandably, players prefer to take on that responsibility in more organized situations than what the Dungeon Finder offers, but perhaps we can bribe them a little. While this system gives tanks and healers something extra, the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing.
While the gold, gems, flasks, and elixirs are OK incentives, we knew we needed something more substantial. We had briefly considered Valor Points and epics, but decided that wouldn't be working toward the goal of helping DPS players progress, and ultimately wouldn't keep tanks and healers in the Dungeon Finder system for very long. We settled on pets and dungeon-found mounts as they're cosmetic/achievement items that players tend to try to get on their own, so why not change that up and offer them a chance to get some of those elusive pets and mounts in a way that also helps other players? Even if they don't get a pet or mount, or get one they already have, the gold and other goodies still feel rewarding enough that it won't feel like a waste of effort.
We think it's a pretty solid incentive to get tanks and healers queuing, give max-level players another way to collect the pets and mounts they so desire, and above all, to improve wait times for DPS players sitting in queues. In the case of lower level dungeons, it's actually not uncommon for DPS to be the least represented role, and so if this new system works out and we're pleased with the results, we may consider applying this same mechanic to lower level dungeons as well.
So to sum that up, tanks and healers potentially receive extra rewards for solo-queuing for random heroics. If you're DPS then you're basically screwed out of the deal. The rewards are some extra gold (no amount mentioned), a low chance of rare gems or flasks/elixirs suited to your spec, a good chance at receiving vanity pets, and a rare chance at a mount.
The idea is to shorten queue times for DPS by offering more rewards to the tanks and healers who are in shorter supply and in essence the reason for your DPS queue taking so freaking long. When there's 50 of you waiting to team up with 8 of them, you're going to have to wait your turn.
The primary point of drama on this is that it's statistically impossible for DPS to ever get anything out of this deal, so four of the game's ten classes which are pure DPS classes (no tank or healing spec) are given the inverted hybrid tax by never even having the option of changing spec to benefit from this. The next point of drama comes in which items are being rewarded, particularly the mounts, as people in many cases dedicated a great deal of time to farming those mounts and now people are theoretically getting them "for free".
I love the irony in looking at my feed reader this morning looking for people who posted about Call to Arms and found that Cold had a new post on Opportunity Cost of Free Items, which applies quite well to the current situation. So remember here, DPS, they aren't actually getting these items "for free", they're having to do the same content that you are. Granted, DPS get nothing but a theoretical faster queue time, but the DPS wouldn't get anything at all if those tanks/healers hadn't queued in the first place.
Now seems like a good time to mention that while I'm an obsessive altoholic, I am a DPS. My main during BC/Wrath was a Mage and my main right now is a Shadow Priest. Sure, I can heal on the Priest, but I suck at it and it's not what I like or want to do on her. I do have six level 85 toons, two of which are tanks and one that's a healer, but they don't get any play time.
To give you a little bit of hope at least, this does give me at least a small stirring of interest in actually playing my Paladin again. I don't think I'll bother taking my healers out, but I might do some tanking for another chance at that stupid Baron's mount that I've tried to farm over 300 times and still never even seen it drop.
Visible Problems
The major problem with the system is that it doesn't actually address the issue of queue times, it simply puts a band-aid on it that will last for a short while and then fall off as the PUG tanks claim the items they want and then stop queuing. Several people have written about problems they see with the system, but the one that I felt was the best read without being over the top ranty or dismissive was Kurn with Why Bribery Won't Help – Much.
There are always new toons to be leveled and new players joining the game, so the tank and healing pools do get refreshed all the time, but it's not like every tank out there is going to spend a few hours in LFG every night for the next two years. Basically, the pool is going to constantly dwindle down even though it won't disappear completely, but we will eventually get back to the point where we are right now.
Another good post I saw on the matter came from Thisius at DoTs and 'Locks who pointed out that the real issue with people not wanting to queue as tanks and heals is more often the actual community, the people running with them that feed them nothing but criticism and insults or who do stupid crap to make their jobs harder and thus turn them off of tanking all together or at least turn them off of using LFG as opposed to guild runs. Though I would expand the suggestion of giving the tank the ability to kick people to instead give it to whichever of the tank/healer it is that got the Call.
For many people this band-aid will work great for the time that it's useful, and then things will slide back to how they are right now once all of the special items have been collected. Eventually those tanks and healers are going to get the pets and mounts they want and then they'll have no more reason to bother with heroics. Not to mention they've likely ran enough of them in trying to get those mounts that they've got every possible gear upgrade twice over.
Going back to Thisius's post, we may very well see even more bad attitudes in LFG thanks to this once the dungeon is finished and the DPS see the tank score a rare mount. While some people like myself might congratulate the tank on their new mount, this may very well piss off the DPS to the point that they become dickish where perhaps they weren't before. And I'm sure you'll have tanks/healers that will flaunt it and do their best to piss you off even if you didn't mind before. Just keep in mind that this particular problem is with the players, not something Blizzard has or hasn't done.
Hidden Issues
This is where I go ahead and turn the tables a little bit to point out some of the things that not everybody thinks about or is aware of. And for this I'm going to quote one of my friends on twitter, @Feisttherogue, "Fact: the DPS role in WoW has the highest skill cap, fiercest competition, and most objectively measurable performance. The new system takes those players most able to ensure a new tank or healer succeeds OUT of the system, by denying them incentives. All while making it easier for those least prepared to take part to flood the matchmaking system and lower the quality of everyone's run."
It's a simple truth that you cannot get through dungeons at the proper character/gear level without a tank and healer. They are vital roles and even more vital at this early point in the expansion. But good DPS is just as vital and potentially even more so with the recent changes to healing. The point here is that every single person in that group plays an important part in the outcome of any dungeon run. If you don't have the DPS then those bosses aren't going down. If you don't have a tank then your healer's going to die, and if you don't have a healer then you're all going to die. Round and round we go, everyone does their job and we all win, do it not and we all fail.
Feist makes an excellent point here that many people don't understand or don't take the time to consider. A somewhat poor tank can still perform well overall if the DPS can throttle their agro and use CC, and if the healer knows how to work within their mana budget, and a somewhat poor healer can still keep everyone alive if the tank is especially good or well geared and your DPS are strong enough to kill the mobs before they pose a major threat and can avoid unnecessary damage like standing in bad stuff. Tanks and healers can't compensate for fail DPS, though.
So there's the biggest "hidden" issue, that we're denying rewards to what are potentially the most important factor in overall success/failure. In defense of this particular problem, at least Blizzard made the rewards mostly vanity items and that all of them can be obtained outside of the Call to Arms system. But, I think they would be better served by giving additional rewards to those dealing with the long queues than by giving them to those with instant queues.
My Thoughts
I applaud Blizzard in acknowledging that there's a problem and making steps to overcome it. I don't think this system is the answer, but it will serve as a decent short term band-aid. As a DPS, I really don't care what rewards other people get if it really does result in shorter queues for me.
Blizzard, "..the incentive is being provided so that we can help players in the DPS role get into more dungeons, get better gear, and continue progressing." They hope to accomplish that by rewarding tanks and healers to speed up queues for DPS. I haven't sat down long enough to say "this" is what they should have done, as it will work better because of x, y and z. I have thought about it and gotten a couple of ideas, but I haven't sat to think about the drawbacks of those suggestions.
I think they could better address the issue of gearing if they simply increased the amount of DPS gear that dropped. My point really is that rather than rewarding tanks and healers for queuing, they should reward DPS for enduring the longer queue times. Granted, that might make some tanks/healers queue as DPS instead, thus lengthening the queues, but at least it's more directed at the real problem which is gearing up DPS.
By giving the DPS more gear you're potentially addressing both issues at once. If you drop more DPS gear in dungeons then the DPS get geared faster and then stop running LFG because they already have the gear they need from them, thus lessening the DPS pool and increasing queue rates for the others. If you reward more Justice Points to the DPS then those who can spec into a tank/healing role are more likely to do so once they've earned the points to purchase their gear to fill that other role. Pure DPS of course wouldn't benefit from it beyond purchasing heirlooms or professions mats, but Pure DPS are used to being screwed like that as their reward is (supposedly) higher DPS values than Hybrid DPS. Not that I'm justifying the screwing of the pures, that's a whole other blog post all it's own.
Like I said, I don't think this is a bad short term fix for the issue at hand, but I don't think it's worth anywhere near the amount of drama that it's caused so far. I do think that this is the wrong approach overall though, I feel that the DPS should be more rewarded for their longer queues instead of giving even more rewards to those with already near instant queues. I wouldn't mind giving an extra 10 minutes to the queue if it meant I was going to get extra items, though I also wouldn't mind cutting 10 minutes off of my queue if it meant someone else gets extra items.
[EDIT: Forgot the section below.]
Speculative Problem
What most people are speculating will happen is that people will stay in their DPS gear, swap over to a tank/healing spec, and expect you to carry them through the dungeon so that they can get their freebies while you do all of the work. I can see some people trying to do this, I certainly wouldn't put it beyond some of the players I've seen in my day, but this kind of reaction always provokes and eyeroll from me.
This situation is just like any other – there's potential for both bad and good. There are dicks in the world, the system will be abused. But, there are still plenty of good players out there who will take advantage of the system as well. We all have different experiences with different aspects of this game, we find parts that we love and parts that we hate. We can both do the exact same content, maybe even in the same guild/group, and both come to different conclusions as to how enjoyable it was or was not. My experience with LFG for example has been very positive; I don't run into morons or dickheads very often, but it does still happen even to me. Other people have had little-to-no good experiences in LFG at all and refuse to use it.
The fact is you're not going to get a decent supply of good new tanks and healers if they're never given an opportunity to try it out and succeed. Some of them are going to fail, you'll have tanks that leveled in a DPS spec and have mostly DPS gear, but they're working towards getting a decent set of tank gear and they're looking for some practice. With any luck they'll start in non-heroics, but some of them will not. The same applies to healers, of course.
Keep in mind that with the stat changes in Cataclysm it is significantly easier for someone who doesn't have "tank" gear to step into the tanking role because Defense no longer exists as a stat. He's probably lacking some Stamina and his avoidance stats could probably use some help as well, but his DPS gear will also give him better threat generation (in theory) so at least the healer should be able to focus primarily on him. Most of the healers (non-Paladin) can make a fairly smooth transition from DPS spec to healing spec while still using their caster DPS gear.
That doesn't really get across the point I was trying to make…
Alright, let me put it this way – don't jump to extreme conclusions. Yes, it's going to happen, but you're not going to have DPS-tanks in every single heroic you ever run. If you only run a handful, then yeah you might have a handful of them and thus assume that they're all like that, but that's just your particular experience up to that point. Give the little guy a chance before you shoot him in the head and leave his body to rot, he just might grow up to surprise you.


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Journal of Financial Market Infrastructures
ISSN: 2049-5404 (print)
2049-5412 (online)
Editor-in-chief: Ron Berndsen
About this journal
Today, in the light of the financial crisis, it has become part of the political agenda to strengthen payment, clearing and settlement systems, as well as repositories for data on the trades they process. The Journal of Financial Market Infrastructures is the first journal to focus on this exciting and dynamic sector, and aims to bring together a community of contributors from the constituent sectors to analyse financial market infrastructures to further the development of this emerging field.
The journal provides a balanced representation of academic and practitioner focused papers which are dedicated to analysing operational and regulatory effectiveness and efficiency of payment, clearing, settlement, trade repository systems; and the risks they manage, transmit and create.
The Journal of Financial Market Infrastructures considers submissions in the form of technical papers and policy-oriented papers (forum discussions), on the following, but not limited to, topics:
- Systemically Important Payment Systems
- Securities Settlement Systems
- Central Counterparties
- Central Securities Depositories
- Trade Repositories
- Settlement Risk and other FMI-related risks including interdependencies
- Infrastructure-Related Systemic Risk
- Network analysis of an FMI
- Critical Service Providers and non-bank payment service providers
- Correspondent banking
- Retail Payment Infrastructures (remote and Point-Of-Sale, ATM, virtual currencies)
- FMI Liquidity and Collateral Management
- Exchanges and Multilateral Trading Platforms
- Oversight and Supervision of Financial Market Infrastructures
- FMI-related standardization and legislation
The Journal of Financial Market Infrastructures has been selected for coverage in Thomson Reuter's Emerging Sources Citation Index.
Latest papers
Latest Issue: Volume 5, Number 2 (December 2016)
Volume 5, Number 1 (September 2016)
This special issue of The Journal of Financial Market Infrastructures on collateral provides a collection of papers that are not fully in sync with traditional thinking in policy and academic circles, or are under-researched.
Volume 4, Number 4 (June 2016)
The first two papers in this issue focus on a particular segment of the payments landscape: card payments. Two forum papers then conclude the issue.
Volume 4, Number 3 (March 2016)
This special issue contains papers covering central counterparty default management and stress testing.
Volume 4, Number 2 (December 2015)
In this issue of The Journal of Financial Market Infrastructures we have two papers on large-value payment systems and two papers on central counterparties.
Volume 4, Number 1 (September 2015)
This September issue includes: an Australian regulatory perspective on the over-the-counter landscape; an investigation into a less-cash society; central counterparties; and an evaluation of the Korean repo market
Volume 3, Number 4 (June 2015)
The papers in this issue discuss: the intraday liquidity needs of systemically important entities using simulations of the various Colombian financial market infrastructures; the network of properties of TARGET2; and the lines of defense of a central...
Volume 3, Number 3 (March 2015)
Volume 3, Number 2 (December 2014)
A case study of liquidity risks - The fountainhead: analyzing the impact of intraday liquidity on payment behavior - Governance of payment systems
Volume 3, Number 1 (September 2014)
Volume 3, Issue 1, 2014
Volume 2, Number 4 (June 2014)
Volume 2, Issue 4, 2014
Volume 2, Number 3 (March 2014)
Network indicators for monitoring intraday liquidity in BOK-Wire+ - Central counterparty links and clearing system exposures - Assessing financial market infrastructures' systemic importance with authority and hub centrality - Is this bank ill?
Volume 2, Number 2 (December 2013)
Payment system design and participant operational disruptions - Optimal central securities depository reshaping toward TARGET2-Securities - Toward a uniform functional model of the financial infrastructure
Volume 2, Number 1 (September 2013)
The social and private costs of retail payment instruments - Designing an expert-knowledge-based systemic importance index for financial institutions - Liquidity and central clearing
Volume 1, Number 4 (June 2013)
To link or not to link? - The effects of settlement methods on liquidity needs in Japan - Card versus cash - Central banks and foreign collateral - Tourist Test interchange fees for card payments
Volume 1, Number 3 (March 2013)
Pricing, competition and innovation in retail payment systems - Network dynamics of TOP payments - Making the over-the-counter derivatives markets safe - Measuring free riding in large-value payment systems
Volume 1, Number 2 (December 2012)
The impact of microchips on payment card fraud - A central bank perspective on liquidity management - A dual consent approach for payments - Intraday patterns and timing of TARGET2 interbank payments
Volume 1, Number 1 (September 2012)
Auto-collateralization as a liquidity-saving mechanism - (In)efficient investment in financial market infrastructure - Estimating the intraday liquidity risk of financial institutions - Is collateral becoming scarce?

subset: commoncrawl


text:
Quick Yellow Cake
Total Time
Prep 7 mins
Cook 35 mins
You can mix this up in a hurry.
Ingredients Nutrition
- 473.18 ml flour
- 314.66 ml sugar
- 14.78 ml baking powder
- 4.92 ml salt
- 118.29 ml shortening
- 236.59 ml milk
- 9.85 ml vanilla
- 2 eggs
- Heat oven to 350*.
- Mix dry ingredients in lg bowl.
- Add shortening, milk and vanilla.
- Beat on med for 2 minutes.
- Add eggs and beat for 30 seconds more.
- Bake in greased 13x9 pan for 35 minutes, or until pick comes out clean.
Most Helpful
When this cake came out of the oven, I couldn't believe I actually baked this! It was moist, fluffy, light, and "eggy". I must admit, this was the first sheet cake I've ever made and I've never tried the "betty" kind, tho having tried this I wouldn't go for the commercial kind in the future. I don't have a mixer, so I do everyhing by hand. it toke me a while to get the mixture free of lump before adding the eggs, but it was fun to do! I separated the eggs, beat the egg white til fluffy, and add the yolk then fold in whites (something I picked up from foodnetworkCanada). It wasn't hard to make at all! Most importnat of all, it lifts my curse as "queen of burnt baker" and gives me alot of confidence! Thank you SO MUCH. I just served the cake slices with strawberry+sugar syrup and alittle powdered sugar. I think frosting wouldn't do this cake justice. Thank you again MIssNEzzz!
Excellent substitute for a yellow cake mix. It took 9 minutes from start to the oven. Cake baked up very nicely and had a nice flavor. I used half of recipe for 8x8-inch cake pan and the amount was perfect. Thanks so much for a winner.
Always nice to have a simple basic on hand. This is cheaper and better than the boxed mixes in my opinion.


text:
Featured News - Current News - Archived News - News Categories
Peace Week at Stella Niagara coincides with the Feast of St. Francis of Assisi, patron saint of the Sisters of St. Francis.
"Alita USA Holdings would be a welcome addition to Buffalo," said John R. Koelmel, NYPA chairman and an East Amherst resident.
1859 Whitehaven Road, Grand Island, NY 14072
Phone: 716-773-7676
Fax: 716-773-7190
All materials appearing on this Web page and website © copyright 2014 Niagara Frontier Publications.No materials may be reproduced without the express written consent of Niagara Frontier Publications.


text:
- Model SDSDU-032G-A11
- UHS Speed Class 1
works great 07/20/2013
This review is from: SanDisk 32GB Ultra SDHC UHS-I Card - Class 10 30MB/s
Very nice sandisk.
It worked perfectly until I threw my new camera and new chip into the cold waters of the North Atlantic off the coast of Nova Scotia. Now new camera and excellent SanDisk chip are sleeping with the fishes. :(
Did you find this review helpful? Yes / No Thanks for the valuable feedback you provided!


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78 search results for Santigold
Santigold, A$AP Rocky, PiL, X and more join Fun Fun Fun Fest lineup
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Type: Article | Date: Wednesday, Aug 15, 2012Lineup includes Drake, Pearl Jam, Run DMC and many more


text:
Kumaran, M and Mini, K G (2008) Estimation of variance components in the marine fish landings data by the method of nested analysis. Journal of the Marine Biological Association of India, 50 (2). pp. 139-148.
Download (546kB)
The estimate of marine fish landings has been used as a principal source of information for fisheries management. For evolving viable management options, marine fish landings need to be estimated with greater precision. For this estimate of variance of the estimated landings is essential. In this paper we propose a method of estimating the true variance of the estimate of the average landings per month together with the variance due to each of the major factors contributing to the total variation.
|Item Type:
|Uncontrolled Keywords:
|ANOVA; marine fish landings; multistage sampling; nested analysis; random effect model;variance estimation
|Marine Fisheries > Fish landing
|CMFRI-Kochi > Marine Capture > Fishery Resource Assessment
Subject Area > CMFRI Brochures > CMFRI-Kochi > Marine Capture > Fishery Resource Assessment
CMFRI-Kochi > Marine Capture > Fishery Resource Assessment
|Depositing User:
|Dr. V Mohan
|Date Deposited:
|09 Aug 2010 11:28
|Last Modified:
|09 Sep 2015 15:15
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For best performance, please check your browser settings for blocked content.
by DogFenceDave from Tampa Bay area, FL.
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November 23, 2016
Happy ThanksgivingPosted by mcnorman under Uncategorized
[12] Comments
October 24, 2016
Another SeasonPosted by mcnorman under Uncategorized
[4] Comments
October 14, 2016
RespitePosted by mcnorman under Uncategorized
[4] Comments
Grope gate, Donald did this and that…OMG now they've thrown Gloria Allred into the fray just like they did with Cain years back. Utter tripe. Meet Boog, the baby bear.
October 12, 2016
Where There Is NeedPosted by mcnorman under Uncategorized
[5] Comments
A broody chicken adopts two tiny kittens.
October 6, 2016
Marijuana, heroin, and morphinePosted by mcnorman under Uncategorized
[2] Comments
were all available OTC at the local corner drugstores. Yes, 100 years ago these items were touted as the best and greatest with that added bonus of being available over the counter. Wow, times have changed.
Sugar cost four cents a pound. Eggs were fourteen cents a dozen. Coffee was fifteen cents a pound.
Most women only washed their hair once a month, and used borax or egg yolks for shampoo.
Canada passed a law that prohibited poor people from entering into their country for any reason.
Imagine that? Those liberal Canadians passing a law that didn't allow "poor" people to enter their country.
The American flag had 45 stars.
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The population of Las Vegas, Nevada, was only 30!!!
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There were about 230 reported murders in the entire U.S.
September 19, 2016
Discovery – 2014 Reddit Archive: Platte River Network's Paul Combetta ("Oh Shit" Guy) Requesting Tech Help To Strip "VIP's Emails"…Posted by mcnorman under Uncategorized
[6] Comments
Oh what a tangled web Hillary has woven.
September 18, 2016
It's SundayPosted by mcnorman under Uncategorized
[4] Comments
I'm cleaning up after the major plumbing destruction in my home. Hot water leak in the concrete slab inside my house. Jack hammering, now there's a fun way to wreck your back. This was no small leak. The area was 15′ x 10′. What a mess!
Anyhow, I thought this was an interesting way to go through a church blessing. Just having fun, enjoy the moment.


text:
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0 Is the certificate of secondary school so dignificant in applying fr the nursing job...please anyone tell me because I lost it.Dec 25, '12 by Devon Rex, BSN, RNI don't know what you mean. Please be more specific.Jan 24, '13 by MutaaweAfter high school, you get a certificate to go to university where you do your bsc nursing...when applying for a job after your bsc nursing, is that certificate required or it's only the degree that's required? Thanks.Last edit by Meriwhen on Jan 24, '13 : Reason: TOS: removed textspeakJan 24, '13 by HouTx, BSN, MSN, EdD GuideBased on the terminology you are using, I am assuming that you are not in the US. Each country's nursing education process is different. Let us know what country you are interested in.Jan 24, '13 by CP2013I believe the OP is studying in India and looking to get a job in the US. Thus why I suggested trying world nursing forums.
They world nursing forums will be able to help you address paperwork and documentation for moving into the US.Jan 24, '13 by Meriwhen, ASN, BSN, RN Senior ModeratorMoving the thread to Nursing Career Advice.Jan 25, '13 by MutaaweThank you soo much cp2013 and every one for the advise, actually I am from africa and doing my bsc nursing from india...ill be finishing in 2014 and am looking foward to work in any state of usa or canada...if any one can help me ill be very greatfull.
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This week, the sports analysts of ESPN's Sportscenter have asked fans to help create the "Mount Rushmore" of sports for their state; in other words, sports fans would have to select the four athletes who either came from or played in their state that they feel most represents the respective state's accomplishments insofar as sports are concerned.
Today, ESPN announced their picks for the New York Mount Rushmore. The official ESPN mountain was made up of Babe Ruth, Jackie Robinson, Joe Namath, and Jim Brown.
However, I would like to offer up a very different group. With that said, here is my Mount Rushmore of New York sports.


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Prospective Retinal and Optic Nerve Vitrectomy Evaluation (PROVE) Study (PROVE)
This study is ongoing, but not recruiting participants.
Vanderbilt University
Information provided by (Responsible Party):
Stephen J. Kim, MD, Vanderbilt University
ClinicalTrials.gov Identifier:
First received: July 12, 2010
Last updated: June 1, 2015
Last verified: June 2015
- Full Text View
- Tabular View
- No Study Results Posted
- Disclaimer
- How to Read a Study Record
No Study Results Posted on ClinicalTrials.gov for this Study
|Study Status:
|This study is ongoing, but not recruiting participants.
|Estimated Study Completion Date:
|January 2018
|Estimated Primary Completion Date:
|December 2017 (Final data collection date for primary outcome measure)