Wednesday, January 28, 2009

Healing UI: Suggestions


By no means a perfect UI, but a good example of what you should be shooting for. Unlike some UI posts, which give you a cookie-cutter UI to build yours around, I'm going to tell you what makes for a great healer UI and let you build your own. Using a pre-built UI is kind of like wearing somebody else's pants...it never quite fits and you're always adjusting the crotch. When you build your own UI there's a certain sense of innate familiarity to it because you made the decision to put things where you put them.

Healer UIs are slightly different than other class' UIs because of the fact that our eyes are inevitably drawn to our raid frames. If you use a click-to-heal mod like Clique, you'll be spending 95% of your time clicking on those small colored boxes, so you need to make sure they're visable and in a central location. Putting them off to one side or another can pull your eyes away from the action on the screen and cause you to stand in void zones, fire, or other environmental hazards. I place my Grid window right underneath where my character is on the screen so that my eyes are never far from my feet for fear of swirling black voids of doom.

Another important thing is having easy to read unit frames. Unit frame mods will display all sorts of great and potentially useful information, but if they're too cluttered you'll never be able to figure out something as simple as "How much health does my tank have?" You want to be able to get a read on your target's health, your health, and your mana with just a momentary flick of your eyes. Any longer and somebody could die.

A mod that is practically required for raid healing is Decursive, which turns cleansing into a whack-a-mole type game. The small colored boxes between Grid and Recount and my decursive boxes and they light up when people get debuffs I can remove. Position these somewhere that's easily accessable, as some debuffs don't give you much time to remove before it's too late. I like to keep mine next to Grid so the mouse travel time is short.

This might seem redundant, but I like to have party bars open all the time. As a resto shaman you'll find yourself beholden not only to your own mana bar but also to the mana bars of your party memebers, as mana tide totem only works for your party. Having party windows open lets you quickly get a read on your party's mana so you can drop mana tide at just the right time and not when your party is all sitting at 95% mana.

From there it's just a matter of trying to make something that you like. Include the information you need to function as a healer. I try to keep it simple and uncluttered so I have the best chance to see what's going on without interruption. 

The most important piece of information I can give somebody who is designing thier UI is that a UI should assist in your healing, not dominate it. If a mod is taking up too much real estate or spamming you with annoying messages, get rid of it. With the exception of a few core mods, you can do fine with any setup as long as you're comfortable with it.

Trinket Talk Part 1

Trinkets are confusing. There are so many of them, they have so many different stats, and then there’s the procs and on-use abilities. Some give you additional spell power, some give you stacking spell power, some reduce the cost of your next spell…it’s enough to drive a spreadsheet loving mathematician nuts. So that’s why I’m going to point out two blue trinkets that are relatively easy to get and unexpectedly good.

Soul Preserver

This guy, which drops from Mal’ganis in regular (and only regular) Culling of Stratholme, doesn’t look too special at first glance. Looks a lot like the Eye of Gruul from TBC, just updated for 80. You might even pass on this to a Paladin that wants it for his holy set since they’re ALWAYS casting spells.

Well sir (or madam) you’d be missing a small and interesting little side-note for this trinket.

The proc, which makes your next cast cost 800 less mana, procs off every heal, not just casts. That means every full jump glyphed chain heal has 4 chances to proc this. Every earthliving tick from that chain heal has a chance to proc this. Your riptide ticks can proc it. Even with a 2% proc rate, that’s still a lot of procs. Numbers on the EJ forums suggest an effective mp5 rate ranging from 33-141 mp5, which, with the spell power, makes this a formidable trinket especially if you’re spamming chain heals.

The icing on the cake: no internal cooldown right now.

Spark of Life

While a bit more difficult to obtain than the Soul Preserver, this trinket, which drops off Sjonnir The Ironshaper in Heroic Halls of Stone, is slightly more geared towards 25 man raid level healing, which emphasizes haste and chain heal spam more than in 5 and 10 mans.

First off: haste rating. Always good.

But then the proc. Similar to the Soul Preserver, any proc that grants or deducts mana can be converted into an effective mp5 rate when chain casting, which you’ll be doing as a resto shaman in raids.

This trinket? 40-60 effective mp5 depending on haste rating and level of spam. Even factoring in the 45s internal cooldown, this trinket still gives significantly more effective mp5 than other options.

What makes both these trinkets especially nice is that the heroic level mp5 trinket, the Winged Talisman, only sports 29mp5 and an on-use rather than passive effect.

While there are some better trinkets down the line, these two are relatively easy to obtain pre-raid and can provide a significant edge to the plucky and undergeared resto shaman.

Tuesday, January 20, 2009

Healing Heroic Nexus

If you were to ask trade chat on your server what heroics are the easiest for a new 80 to complete you'd probably get a lot of flak, but somewhere in there you'd probably hear two answers: Nexus and Utegarde Keep. Both of these low-level instances stay pretty easy to accomplish with the transition to heroic.

The purpose of this post will be to outline some general strategies for trash and specific strategies for bosses that can assist a new resto shaman in healing this slightly tricky instance and nabbing thier very own War Mace of Unrequited Love.

Trash Strategies

Trash in heroic nexus doesn't vary much from what it is on normal, but there are still a few things to keep an eye out for:

Azure Enforcers before Anomalus can mortal strike the tank, which can be pretty scary if they do it early on in the pull. Be ready to toss chain LHWs to the tank to keep him up if his gear isn't quite up to snuff.

Stewards in the pulls before Telestra have the Blood Elf racial Arcane Torrent, which silences everything in 10 yards, so make sure to stay back on these pulls.

Finally, right before Telestra there is a pat with 2 Mage Slayers and a Blood Elf mob, be ready for somebody to aggro this pat unless you clear it ahead of time. Most groups I've been in simply can't resist the urge to step back just a bit too far and end up grabbing it.

Ormorok the Tree-Shaper

(This giant piece of rock drops your Frozen Forest Kilt which is one of the better pre-epic resto shaman leg pieces and worth trying to obtain. Not only does it give you a hefty amount of mp5, but it also looks dead sexy.)

Your biggest issue with this fight on heroic will be watching for the heavy damage the tank will be taking. There isn't a direct AoE ability in this fight, but like most fights in WotLK bad dps can get themselves killed thanks to Ormorok's Crystal Spikes and Spell Reflection. Since the damage of the Crystal Spikes has been significantly increased on heroic, expect most undergeared dps to get either 1 shot or almost 1 shot by it, so be ready with a quick riptide and LHW to get them back up if you can spare it. If your tank can't survive on his own long enough for you to heal a facerolling dps, they might be too undergeared for the fight.

The other annoying element of this fight that's new to heroic mode is the inclusion of Crystalline Tanglers to the fight. Every now and then Ormorok will summon one that will latch onto a nearby player and chain root them. This becomes an issue when the recipient suddenly finds themselves unable to juke Crystal Spikes. I ask DPS to kill nearby Tanglers when they can. If you yourself are getting rooted, either ask a DPS to help out or toss a Flame Shock / Lava Burst combo at one to take it out.

At low health he does Frenzy, increasing his damage by 100%. Just spam heals as best you can through it and collect your loot.

Grand Magus Telestra

(Killing this confused lady will net you Bands of Channeled Energy, some of the best pre-epic mana regen bracers around. These are probably your best option pre-Naxx, as it isn't until you start getting really geared that haste starts to shine.)

Probably the most chaotic fight in the entire instance, this one will be a hefty test of your ability to react dynamically to changing conditions and keep both dps, the tank, and yourself alive.

At first the fight is relatively simple. She casts a firebomb spell that hits the tank and deals damage to all targets around them. If the melee dps is having issues with this, switch to chain heal to keep them and the tank up. Make sure to heal up the group after a Frost Nova in preperation for the high AoE damage of her second phase. The vortex-like attack where you go flying through the air is low enough damage to be practically ignored. I like to toss a riptide on myself or the lowest party member during it since any non-instant cast will be interrupted.

At 50% the fight gets interesting. She does the split, just like on normal, but since it's heroic, everything is significantly crazier. The three forms have the same abilities as on regular:

Arcane: Polymorph and Time Stop
Fire: Fireblast and Scorch
Ice: Ice Barb and Blizzard

Your biggest challeneges will be outhealing the Blizzard, which hits everything within 40 yards for 2000 frost damage every 2 seconds, and avoiding the lockouts of Polymorph and Time Stop. For this fight I strongly recommend dropping a Frost Resistance totem to help mitigate the Blizzard damage.

If your group has a strong CC class (like a mage) you can direct them to lock the arcane form down, which will get rid of the two most dangerous abilities in the fight. If you lack such a class, heavy dps + a hex will hopefully be enough to lock out the arcane form long enough to kill the other two forms. Once the arcane form is controlled, kill the ice, then fire forms.

I tend to just throw around LHWs during the add phase of this fight, as it's just mobile enough to waste the bounces of chain heal. Be ready for everybody to pull aggro here, as even skilled tanks can easily get overwhelmed when having to tank 3 casters.

Repeat this at 10% and you'll hopefully be the proud owner of some new bracers!

Anomalus

(Another great pre-epic resto item off this boss: Amulet of Dazzling Light. Spell Power? Check. MP5? Check.)

Depending on your group makeup here you could either have a really easy time of this boss, or a slightly harder time.

This is a pretty basic tank and spank until something unique happens: The boss will summon a Chaotic Rift near him that will do light AoE damage to anything within 15 yards AND summon Crazed Mana Wraiths that will quickly, and practically irrevocably, aggro onto you and start pelting you with Arcane Missiles.

There are two different ways to handle this:

If you have a lot of melee DPS:

Your dps will be taking damage from the Chaotic Rifts as they struggle to kill them, which means you'll want to use chain heal liberally. At the same time, you'll probably be taking medium damage from the Crazed Mana Wraiths, so I like to position myself close enough to the melee clump to catch chain heal jumps from them (or, if you're low on health yourself, jump chain heal to them) but far enough away to not get the AoE damage. Cast chain heal on whoever is taking the most damage (most likely you).

If you have a lot of ranged DPS:

Since most of your dps will be outside of the AoE, you can use the more effective LHW here, which doesn't feel the effects of spell pushback nearly as much as the longer chain heal. During Chaotic Rifts, keep an eye on your health and watch to see if any of the ranged dps pulls a Wraith off you.

Anomalus will spawn Chaotic Rifts at random intervals during the fights. At 75%, 50%, and 25% he'll spawn a Rift and shield himself for 45 sec or until the Rift is destroyed, so be ready to heal at those points.

Keristrasza

(War Mace of Unrequited Love. mmmm yeah. Wait. What?)

This fight, despite all of the oddness that occurs during it, is actually relatively straight forward when it comes to healing.

First off, make sure to use Frost Resistance Totem for this fight, as a significant part of the fight is frost. From there, your healing strategy will revolve around the frigid conditions of the fight, which drop a stacking damage buff on you every second you're standing still. That means all the jumping your DPS is doing isn't a result of too many caffinated beverages, but instead a way of clearing the debuff before too many stacks hit them. The best way to keep healing while dodging this debuff is to use your quick and effective LHW to top off the tank and DPS.
Every now and then Keristrasza will root all the players for about 10 seconds, during which the debuff will keep stacking. Just keep healing through it as best you can. If you're lucky and all the DPS are stacked near the tank, chain heal while you're stuck. If not, throw around some LHWs to keep everybody alive. The important thing is to watch your debuffs and move right when the root clears to clear the debuff.
In the grander scheme of heroic bosses, Keristrasza is pretty easy with a low to moderately geared group as long as people don't let the debuff stack too high.

Commander Stoutbeard / Korug

Depending on your faction you'll either get the ornery dwarf Stoutbeard (Horde) or the equally ornery, but significantly smellier, Korug (Alliance). For many first time groups this fight will be a complete surprise, because the boss is frozen in ice along with some trash on the way to Grand Magus and isn't there during a normal mode run.

Along with the boss come two priests who need to be CC'd or killed first depending on your group makeup. I generally recommend blowing heroism and tearing them apart quickly to avoid any messes, but if you have a low DPS group that happens to have two forms of renewable CC, go for it.

The Commander only has three abilities of note, a AoE fear, incredibly nasty whirlwind, and a charge. The AoE fear can spell doom for the unprepared, as it's very easy to pull frozen adds in the room, but a tremor totem nullfies any fear-related worries.

The whirlwind will usually kill unskilled, slow, or green melee. It hits hard and quick, for around10k on plate. Word on the Wowhead forums is that post-3.0.8 the damage has significantly increased, but I haven't experienced it myself yet, so take this with a grain of salt. Most melee won't be able to survive a hit from the whirlwind, so they need to move fast or face splattering.

The charge is based on range: the nearest player outside of melee range will be the recipient. It can one shot low health clothies, so make sure the best geared ranged stands closest to the boss. Sometimes this will be you. This is perfectly okay, as odds are you'll be able to soak a hit and get yourself back up in time for the next, but never let anybody sit at the 75% mark during this fight, as every percentage of health can spell life or death during one of his massive damage hits.
Once you experience the abilities and drop your tremor totem you'll be fine. The healing output required on the tank is relatively low compared to other fights, so even if all your melee dps dies to whirlwind with some tenacity and vigor you can power through it with just the tank and healer while the melee dps run back.

And that's it. Hopefully you picked up the disgusting amount of great resto shaman loot in this lengthy and relatively simple instance. Even if you didn't get anything, enjoy your 5 (or 7 if it's the daily) emblems.

Friday, January 16, 2009

What Buttons to Push and When

So you've just hit 80 and you're staring at a blank talent window wondering "Well damn, where do I go from here?"

Odds are you've reached this point one of a few ways:

1) You're hardcore and you leveled resto from 70-80. Good for you. Enjoy doing what you've already been doing.
2) You leveled as a DPS spec, but ventured into resto from time to time to get instance groups. You've got a decent handle on our new abilities, but aren't totally in control of them yet.
3) You leveled as a DPS spec but haven't tossed many heals outside of the errant maelstrom weapon proc.

If you find yourself in the second or third category the odd mixed bag of abilites that is the resto shaman can be confusing and on occasion downright paralyzing. But that's what I'm here for, so you can learn from my mistakes and not your own!

Resto shaman healing in 5mans boils down to a couple of key concepts:
1) You've got a really solid AoE heal, but unlike Circle of Healing or Wild Growth, it requires the targets to be somewhat near each other to function.
2) You've also got a relatively effective short cast time single target heal. It's no Flash of Light, but it'll save a dying tank.
3) Many resto shaman abilities revolve around the use of our new 51 point talent: Riptide, which is our only instant cast heal.
4) You've got totems. Totems can do wonderful things if you know when to use them.

Lesser Healing Wave: Your Most Monogamous Heal

The first, and in my opinion most important, thing to understand before entering a 5man as a resto shaman is when to use Lesser Healing Wave and when to use Chain Heal. Early on in my heroic days I earned myself a lot of criticism from party members for using Chain Heal far too much, especially in high tank damage heroics like Culling of Stratholme.

As a beginning resto shaman, you probably won't have the mp5 or spell power necessary for an ez-mode Chain Heal spamming experience. For all it's beauty, Chain Heal doesn't really hit that hard considering the cast time. Many times did I let a tank fall low on health simply because of the 2.5 second cast time. A lot can happen in 2.5 seconds, especially to an undergeared tank. It's times like these that Lesser Healing Wave can save your butt.

In a situation where a major damage spike is about to hit the tank my thought process generally goes like this: Riptide (HoT plus the Tidal Waves effect, which reduces the cast time on your next two LHW / HWs) then, based on whether or not I've fallen behind in healing, I'll either cue up a Healing Wave in preperation for a big hit on the tank or hit the tank with two Lesser Healing Waves to put him back at a safe health level.

The important thing to remember is that, at lower gear levels, casting Lesser Healing Waves on the tank will save you mana in the long run over Chain Heal. For most instances, even heroics, the tank will be taking 90% of the damage, so you can keep him and your mana bar up by casting single target heals.

Chain Heal: Sometimes You've Just Got Too Much Love


There are times where, thanks to Blizzard's love for AoE damage, single target heals just won't cut it and you need to bust out the big guns. My favorite example of this is Zuramot from Violet Hold, the ornery Voidwalker with a penchant for setting up shadowbolt pelting Void Sentries. This is a definite AoE healing situation and one where Chain Heal's 'smart' heals really shine.

When you're faced with this, don't be afraid to request something from the DPS: stack on the tank. Chain Heal's jumps only go so far, and if you've got a significant number of ranged DPS, it can be hard to hit everybody with your heals. But if all the DPS are stacking on the tank, Chain Heal's newfound intellegence will automatically bounce to those who need it most. So in this case you can cast the initial heal on whoever needs it most (usually the tank) and let the bounces heal up everybody else. DPS should have no problem stacking on the tank, as even hunters have a reasonable minimum range for attacks now, so no excuses!

Riptide: Hit It And Quit It

To take it to the next level you can start weaving in Riptides. Riptide is a single target instant heal with a moderate HoT effect. It's wonderful for dropping on a tank before Web Wrap on Maexxna or healing that little bit of damage that will put a tank to full before a pull. But what really makes this ability special is how it can affect your other heals. Riptide's HoT effect provides, for it's duration, a 25% increase to healing recieved by Chain Heal that is consumed when used. So drop Riptide on a target and your next Chain Heal will be 25% more effective. Got some serious AoE DPS going out on a group and a certain DPSer is getting dangerously low? Hit him with a Riptide for a quick instant heal, then Chain Heal him and it'll get him back up to full.

The other important thing to keep in mind with Riptide is that it can proc Tidal Waves, which lowers the cast time on your next two LHW / HW casts by 30% and adds a passive 20% buff to the SP that affects HW and 10% to LHW. This drops LHW to a 1 second cast, which can save the day in a spam healing situation.

In other words, cast Riptide on cooldown. The mana cost won't put you out of business, but the wonderful healing, haste effects, and added mobility from an instant cast heal will keep you rolling in the green...text.

Totems: Sticking Around And Making Breakfast

And last, but not least, there are Totems. Something I didn't realize until late into my heroic career was just how useful resistance totems really were in healing. When you're healing a new fight and spells start a flyin' take a quick look at what element they're from. If they're nature, fire, or frost, you've got a totem to resist it. In a heavy AoE healing situation you can mitigate thousands of damage off the top just by dropping an applicable resistance totem.

You've also got a few other lovely totems to assist in your healing. Strength of Earth provides tanks with both TPS, mitigation (for Warriors and Paladins), and avoidance (doubly for DKs, who get Parry from Strength and Dodge from Agility). Wrath of Air provides you with an extra 5% spell haste, which, combined with Tidal Waves, can lead to some speedy heals. Finally, the red-headed stepchild of totems, Fire, now gives you added spell power in the form of Flametounge totem. My preferred totem setup for non-raid situations goes a bit like this:

Air - Wrath of Air
Water - Mana Spring
Earth - Strength of Earth
Fire - Flametounge

If your group is melee heavy (and lacking a frost DK) you might want to swap WoA for Windfury. If you're in an instance with a significant amount of poison or disease, Poison Cleansing or Disease Cleansing totems will be godsends as well. And can we forget the amazing Tremor Totem? Don't forget, Tremor dispels Sleep and Charm effects in addition to Fear, so when you're doing Mal'Ganis in Culling of Stratholme and you keep getting locked down by his Sleep, toss a Tremor Totem and rock his face.

So now you understand what abilities you have and when to use them. Next time I'll be reviewing some of the early heroics and healing strategies for each, including optimal totem setups, placement, and perhaps (if I'm feeling spunky) different tactics for different tanks. Until then, go forth my children and heal face.

Thursday, January 15, 2009

LHW vs. CH

I'll never forget the first time I saw a single-target healing resto shaman. It was in OS25 and I was overjoyed to be the only resto shaman in the raid. There were two other shaman, one enhancement and one wearing a bunch of what looked like elemental gear. It was full of crit rating, spell power, and haste rating. Then, to my surprise, I noticed that his spec was the same as mine.

The conversation went something like this:

Me: "Hey man, you left your grinding gear on. =)"
Him: "?"
Me: "You're wearing all ele gear?"
Him: "No, this is my healing set."
Me: "Uh...but there's barely any mp5 on it!"
Him: "Yeah. [Improved Water Shield]"
Me: "o_O"

Raiding through BC had left me with the impression that all resto shaman could do was spam chain heal. You just hit that button (3 for me) until the cows came home. So you could imagine my surprise when I found out that using Lesser Healing Wave in conjunction with heavy crit gear and the Improved Water Shield talent (which, at 3 points, gives your LHW/HW/Riptide crits a 100% [60% come 3.0.8] chance to expend a water shield charge) you could become an efficient and powerful single target healer.

Before we get into the numbers game, a quick introduction about what this means for you, the resto shaman.

Any major resto build will include Improved Water Shield in it, even if you're predominantly a raid healer who spams CH. The off-chance for a crit off of Riptide and the mana regen from that is good enough for the 3 points.

This means that as a resto shaman you can effectively fill two roles: single-target healer and raid healer. You're not quite as efficient of a single-target healer as a paladin or disc priest, but you're still one of the top raid healers in the game (perhaps the top once 3.0.8 comes out).

If you're assigned to single-target tank healing (for me this happens predominatly on Patchwerk, but it varies based on raid makeup) you want to throw on some of that ele gear that might be sitting in your bags or, if you're lucky, some of the resto gear that includes both mp5 and crit. Haste rating isn't as important for LHW as you can keep up tidal waves for most of the casts as long as you're hitting riptide on cooldown. What's important is that you're critting often enough that you're making back a significant amount of mana from water shield charges popping. It's like a mini Illumination. With a good crit rating and replenishment you can spam LHW until the cows come home. On Patchwerk, with some luck and skillfull cast canceling (dancing out of a .8 second heal is difficult, tell you what) you can chain cast almost endlessly. Combine this with the Lesser Healing Wave major glyph (which increases the healing of LHW by 10% on targets with Earth Shield on them) and you've got a powerful mana efficient quick heal.

The problem with this is that you have to waste a GCD every 3rd (or 4th with the Water Shield minor glyph) crit reapplying water shield. In some fights, Patchwerk especially, this single wasted GCD can mean a tank death.

On the other end of the spectrum you have the raid healing role, which requires heavy casting of every shaman's favorite spell: Chain Heal. When you're put on a raid healing there are two stats you're going to be looking at heavily: mp5 and haste rating. Mp5 is will allow you to keep healing while haste rating will increase the amount of healing you can put out. The two are tightly tied together, as too much haste will make you go OOM in the blink of an eye while too much mp5 will lower your healing output too much. The idea with setting up your gear for CH spam is to increase how many heals you can put out (haste) and how long you can keep it up (mp5).

The important thing to remember about all of this is that you can do both as long as you have the gear for it. You're one of the lucky healers that has the option to handle both of the major raid roles for healers, so take advantage of it!

So next time you see a resto shaman in what looks like elemental gear, give him a /salute and know that somewhere a holy paladin is crying. <3

And So It Begins...

Like many Warcraft players, I spend a significant amount of time outside of the game thinking about it. As an aging English major, I tend to get my jollies outside of Azeroth by reading various blogs and forum posts. I prefer to leave the number crunching and spreadsheets to the math majors and people who can count past 10. As a result of this, everytime I start a new class I generally spend a good amount of time reading up on it, on how the various specs function in raids, on the different experiences people have had with it, etc.

Shortly after getting into raiding (back when you could still get tier 2 out of Molten Core) I trolled the now-defunct Death and Taxes forums for tips on how to get the most out of my holy paladin. When I switched to a prot warrior for BC raiding I fell in love with TankSpot and it's various blogs. Now that WotLK has come upon us, I've finally made good on a pre-BC promise to reroll my paladin as a shaman. Shortly after hitting 80 and respeccing to resto I was surprised to find that there are surprisingly few good resto shaman blogs on the web. Sure there's occasionally a guest post on World of Matticus or the rare meaty resto theory post on WoW Insider, but even the ElitistJerks forums are painfully dry when it comes to good, quasi-anecdotal, resto shaman content.

So that's my goal for this blog. To create a place that is dedicated to all things resto shaman, from what gear to choose for what fight to reasons why we put up with having to constantly drop totems on trash.

But before we begin: a little about me.

I've been playing WoW since day 7 or 8. I began my career as a paladin on the Ner'zhul realm. I leveled from 1-60 full holy (mostly because I hadn't noticed the tabs for the other two trees) banking entirely on the Crusader seal bug (it raised your attack speed and power without lowering it with every hit, I could out-dps rouges with it no problem). Amidst all the crappy blue gear and constant combat in Hillsbrad I managed to find a raiding guild that I ran with all the way until Naxxramas. Around the 4H wall I took a break from raiding and switched sides with some friends, leveling a tauren prot warrior. I took him to a variety of different servers, eventually pushing through all of BC raid content (except for Kil'jaeden, never got to kill him for some reason) and learning a valuable lesson about the social side of the game. Realizing that my quest for purples and progression had left me drained and bitter, I fled back to my home: Ner'zhul, where I leveled my current love, my resto shaman.

Right now I'm working on finding a more solid raid position that works with my work schedule and spending most of my time filling the ubiquitous 'PUG healer in a guild run' role.

And now, onto the show!