The Dwarven Trio has finally hit 60. So far the Protection Paladin, Frost Mage, and Restoration Shaman team is still going strong.
Here’s the current stats on our 3 person guild:
Achievement Points 220
Guild Classic Dungeon Master
51% to level 3
It’d be cool to get in the classic raids, but at our current leveling rate, we’ll out level them real soon. I’m not too worried about that, we can always go back for them later.
I could recruit another two DPS members to the guild to fill out a dungeon team. I might look into that later. Right now things seem to work just fine for us so I’m not too worried about expanding. I’d almost rather bring in randoms to fill out a group. I really don’t think that we’d be able to find 2 more DPS that are willing to take time leveling along with us just to be part of a steady dungeon group. It also doesn’t help that we have some time zone limitations.
I do prefer dungeon leveling though, it makes things a lot easier. Leveling isn’t as much of a grind when you’re putting on a few levels at a time running just through dropping elites. It’s much better than running all over a zone completing quests. Nothing wrong with it, but after years of MMO’s, I’m so done with questing that it’s just not funny.
The current goal for the guild is getting the trio to 68 to hit Northrend. That and getting up the 400 gold each for Cold Weather flying. At this point we’re doing good on both. We’re only 8 levels from getting out of the Outlands. That may take 4 days or so depending on how many dungeons we’re able to get in.
Surley has been a successful healer through the classic dungeons, and she’s awesome so far. In some Outland blues she’s already able to keep a party healed without running out of mana.
Outlands can be a bit of a challenge since we’re adding Death Knights to the list of DPS that makes me want to scream. Don’t get me started on Hunters.
I do plan on writing up a quick post on how I’m running her at 60 once I’m sure I’ve got it dialed in. I think I want to take another look at her talent tree and totem rotations before I make a post.
Two things about Cataclysm and 4.3.3 that I think are all win, at least while leveling my little Dwarf butt off are Dungeon Finder and Guild leveling.
Dungeon finder helps me get 3 toons leveled at one time, that’s all win.
Guild leveling and achievements give all three of us some things to accomplish as a team.
Yeah before it was bragging rights to say that your guild completed dungeons. When the Achievement system came out, yeah you could see that a person completed dungeons, but not whether they did it in a guild group or solo.
With Guild achievements, we’re able to show that we completed dungeons as a team.
So far with just the three of us have 130 points in Guild Achievements, all of which are dungeon points. It’s kinda sweet to see that just the three of us can actually level a whole guild.
The Dwarven trio consists of a Cranky Protection Paladin, one Surley Restoration Shaman, and a crazy Frost Mage. For the most part we’ve been able to 3 man things even when the other two DPS drop out after getting lewtz or an achievable.
So far this group seems to work really well. I mean we keep the crazy Mage alive so that’s win. Though when the Cranky Pally is running backwards in dungeons laughing while dragging half the mobs, I’m fighting to keep his plated butt healed and the Mage’s elemental has aggroed yet another group… it’s really amazing that we’re not making more corpse runs.
So far we’ve had only one full wipe on a dungeon run. Considering what I’ve seen when pugging otherwise, that’s not a bad record at all. I take full blame for that wipe, I forgot to tell the tank to clear the wings before going for the boss. I know, I’m a very bad Shaman, but I’m so good at what I do…
OK anyways, this Dwarven trio has made it to 43. We are going a little slow, but this way we all stay about the same level. This makes hopping in the queue a lot easier.
Solo we’d probably each get up there a lot faster, but there is NO way I’d heal for Dungeon Finder pugs EVER again. I’m getting spoiled having my tank in vent and having him keeping an eye on my mana bar. OK that AND having a tank that wants to make sure that he catches all the aggro…. It’s pretty effing awesome.
When dungeon pugging it’s not often you get to run with a good tank, and you know them when you find them. They’re a joy to keep alive. Especially when a lot of tanks I’d prefer to look at and say “knock it off or so help me I will find a way to kill you and loot your corpse.”
I’m sure that other healers out there can agree with me.
How I’m Doing it (aka THE TIPS)
OK for folks just scanning blogs for tips and tricks, I would say, healing with Shammies at least in the low level dungeons is all win. Up to 43 I’ve had little trouble keeping up with the tank and even on long fights my mana regen is sufficient to keep the tank alive.
I am running with a Paladin tank though, so that helps a bunch, if he’s panicky he can toss an offheal.
ALSO this worked on a 43 Resto Shammy as of patch 4.3.3 so USE WITH CAUTION
Tidal Focus – Mana cost reduced
Spark of Life – heals increased
Resurgence – Mana Regen
Totemic Focus – mana cost reduced (totems)
Ancestral Healing – crits give the healed more health
Nature’s Blessing – heals greater on Earth Shielded targets
Soothing Rains – boosts heals off Healing Stream totem and Healing Rain spell
Water Shield – keep this up on you all the time, it significantly helps with mana regen
Earth Shield – keep this on the tank, since Shammy’s don’t have a running heal this will keep the tank alive when he starts running backwards through crap and ends up out of range, it also helps keep constant heals going while Healing Stream is taking it’s sweet time charging up cause let’s face it, stacking haste is even harder than stacking spirit when you’re going through armor faster than most people go through underpants.
Strength of Earth – boosts Strength and Agility, strength is great for most tanking classes, Agility boosts critical strike on most melee DPS classes.
Flametongue – boosts spellpower for all party members, which means I heal better and caster classes hit harder, pure win.
Healing Stream – keeps everyone alive, this way I don’t have to heal DPS and Warlocks can tap away then stand next to this puppy and I don’t feel guilty about healing the tank over healing the ‘lock, life is good.
Windfury – increases melee and ranged attack speed, yeah a grounding totem would help but I’d spend a good part of the Dungeon tossing that bad boy out over and over every time it got hit, with Windfury I’m tossing the party a buff, to me that seems to be a little more win.
Yeah most of the Totems I’m tossing are buff Totems, but let’s face it, every little bit helps.
Intellect – Bigger Mana pool, you’re gonna need it
Spirit – puts mana back into that pool faster, buff food can help with this as well. Oh and throwing on a shield, putting a +Spirit enchant on that shield, big bonus. Doesn’t matter how big your mana pool is, if it doesn’t replenish, you’re toast as soon as the tank drains it dry. Don’t get me started on whiley DPS, you know how you are.
Stamina – Keeps you alive if you get hit, but I will sacrifice this over the other two, usually I can just enchant gear for extra stamina, getting more Spirit is usually tougher
Glyph of Earth Shield – Increases amount healed by Earth Shield
Glyph of Totemic Recall – Get 50% mana back when you recall Totems
Glyph of Water Walking – Water Walking doesn’t require a reagent… What this is fun to cast in Black Fathom Deeps, do you know how long it takes for some folks to figure out how to turn this off? COMEDY GOLD I’m telling ya… try it, not on me, I’m patenting it.
After tossing Earth Shield on the Tank, use Healing Wave as much as possible, it costs less mana. Go for Healing Surge when things are getting really hairy, but try to conserve it since it takes a lot of mana. By 43 you’ve got Chain Heal, if melee DPS is taking damage, you can toss this at the tank and heal the DPS at the same time, all win.
The downside to this scheme is that outside dungeons, I’m totally useless, I need a second set of gear to kill a sewer rat. BUT when I do set foot in a dungeon, I keep my guy alive, he’s happy, I’m happy, life is good.
PS, if anyone has any tips for me, leave them, I don’t mind knowing I can do something better.
All the while, we’re helping the crazy Mage who’s elemental has just pulled something else….
The plan at this time is for the Guild to complete all of the dungeons, which means, well, getting to the end game. I’m hoping to be able to post more fun tips and such getting up to that level.