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Every single tier you have like 
one or two healers that uses 

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mana as a real resource and 
everyone else has infinite mana 

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at all times. 
And then the tier ends, you go 

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to the next tier, you rotate for
the Forsaken. 

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For Lauderon. 
For the Karen Tour for Pandaria.

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For calendar to the. 
Burning region for Gilnaeus, but

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has not died, for the Lich King,
for the Sindora, for the 

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Alliance, for the Horn for 
Azeroth. 

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Hello and welcome back to 
another episode of For Azeroth. 

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I am one of your hosts, Manny, 
AKA the Trueven Manny, and I am 

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joined by a very special guest 
today, Volk. 

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Volk Hello. 
And how's the World of Warcraft 

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been treating you? 
Hello and hello everyone. 

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The World of Warcraft has been 
treating me well, but we've had 

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a big week and we've got some 
big weeks ahead, so I'm pretty 

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excited. 
Yeah, like there we are in week 

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one of the alpha, about to hit 
Week 2. 

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But already there have been some
seismic changes on the alpha. 

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People's heads are rolling in 
terms of add-ons a little bit 

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more literally than others. 
And of course, there's been 

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tremendous changing changes that
have hit healing for all specs 

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and all classes. 
And so I really do want to talk 

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about that. 
Can you introduce yourself for 

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people who might not know who 
you are? 

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Yeah, so I am Volk. 
I do healer stuff and Wow, I run

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the healer gearing and guide 
site Questionably Epic and 

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Questionably Epic Live. 
I write the Wowhead guides for 

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Preservation of Okeh Resto 
Druid, and I also do some 

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classic stuff. 
I run the classic disc priest 

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and Resto Druid guide over there
as well. 

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And I basically just get 
involved with all stuff healers.

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Yes. 
So it's always good for for 

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getting a pulse on healing to 
check in with you. 

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So I'm really glad that that 
we've got this opportunity just 

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from the get go. 
We had these massive patch 

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notes, 125 pages when I put it 
into APDF and it a lot of that 

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was changes that either directly
or indirectly affect healing. 

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We've had the interrupt changes 
which adjust things in Mythic 

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Plus and a little bit in Raid, 
but we've also had every class 

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being hit by this sort of, I 
don't want to call it pruning, 

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because pruning immediately goes
back to the Warlords of Draynor 

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where they were just straight 
out taking out abilities. 

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This seems more like a 
concentration and consolidation 

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of abilities, especially in the 
case of defensives. 

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In terms of your thoughts and 
how it affected healers, what 

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did you think about what we got 
on Just like the patch notes and

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with this initial Phase 1 
testing? 

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They've been talking about a 
larger healer event for a while,

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right? 
Like they've acknowledged the 

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healing has had some problems, 
which we'll talk about soon as 

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well. 
And so studying in Dragonflight,

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they said, OK, we're going to 
try and make healing less 

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bursty. 
And so they made a few changes 

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in that area. 
They buffed our Max health. 

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They shredded resto Druid at one
point, which was a a big 

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cooldown healer, but they never 
really made it work. 

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And their goal was kind of 
diluted by adding even more 

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healing cooldowns to the game. 
Like Preservation got Flame 

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Shaper and the War Within, which
is a massive cooldown tree and 

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and stuff like that. 
This is their first, what I 

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would call a real swing at 
fixing the problem that they 

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think exists. 
And so as a result, we lose a 

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lot, or rather a lot changes. 
A lot of the big bursty call 

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downs are either gone or their 
call downs are longer, or their 

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choice nodes now with other 
cooldowns. 

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So you kind of have to decide 
which kind of cooldown you want 

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to bring instead of just 
bringing both. 

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And so I think that it's pretty 
fair to say that healing as we 

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know it has changed. 
Yeah. 

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And with all these stuff being 
like choice nodes or the 

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aggressive changes with 
cooldowns, how does that exactly

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affect how they can balance 
healing? 

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Because a lot of people look at 
that and they're like, I can't 

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do it. 
But like, obviously healing in 

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Midnight is going to be 
different than healing as we see

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it in the War Within or in past 
expansions. 

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Because you're sad. 
This is like the first time 

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they've really made this 
adjustment. 

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So like, what do you think the 
goals are? 

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And do you think they're like 
getting towards those goals from

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like what they're doing with the
cooldowns? 

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If you play as a high end healer
right now, you quickly feel like

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that you are basically just 
acting out a spreadsheet right? 

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Like you, you use the viserio 
sheet while Util's great site to

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plan your cool downs before a 
fight, and then you have a weak 

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horror that basically just reads
it out to you. 

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Press this button now, press 
this cool down now, and 

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everything you do in between 
barely matters. 

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You're basically just pressing 
cooldowns against big bursty 

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damage. 
And there's only so far you can 

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take that gameplay while keeping
it interesting, right? 

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Like it's satisfying to press 
your big cooldown and bounce 

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health bars from 10 to 100, but 
it's difficult to be a great 

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healer in that kind of 
environment, right? 

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Like pretty much everyone can 
just follow that same pattern. 

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And so with the removal of all 
of those big cooldowns and of we

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core as apparently you will 
focus a lot more on your base 

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rotation. 
Will that be as fun? 

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I hope so. 
I think it's difficult to tell 

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from the alpha notes alone 
because we don't really have any

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content to test on yet. 
You've just got like normal mode

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dungeons, which are fine, but 
we're never really a good healer

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stress test. 
And so I think that on paper, 

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this should still be very fun, 
but it's still on Blizzard to 

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make each spec actually play 
well without these big cool 

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downs. 
Now healing cooldowns do a lot 

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to differentiate 1 spec from 
another. 

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How you would use like 
Apotheosos, how you would ramp 

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and use those cooldowns as a 
disc priest makes you a 

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completely different healer than
what you would see with let's 

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say a resto shaman and how they 
they use their cooldowns. 

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So without these cooldowns, does
the base kit feel different 

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enough between each healer, or 
does something further need to 

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be done to like, actually make 
healers seem different from each

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one another? 
I think that people have worried

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that healers would end up too 
similar for a long time and 

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expansion over expansion it just
hasn't really happened to. 

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Like if I'm playing a rest or 
druid it still feels very 

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distinct from a preservation of 
ochre, even in tears where the 

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preservation of ochre was like 
hot heavy or something like 

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that. 
So I'm not too worried about 

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healers all feeling the same. 
I actually think with fewer 

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cooldowns in the game you have 
more room to make them distinct 

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because if every boss requires 
you, you ping pong the raid back

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up to 100 immediately before the
next hit that does 90% of their 

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health. 
Then every healing cool down 

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either has to be able to do that
or isn't really useful. 

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And so cool downs that were 
longer duration like Tree of 

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Life weren't really that 
effective unless it meant you 

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could cover multiple of these 
big spike windows with them. 

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And so I think with fewer cool 
downs, maybe they can be more 

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interesting, honestly. 
That is amazing to hear. 

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I guess along those same lines, 
it's one thing to have like that

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sort of difference in a raid 
where you could have different 

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classes that kind of cover 
different roles. 

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But in Delves or Mythic Plus 
where it's one healer, do you 

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find that the this sort of 
disarmament is going to allow a 

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greater variety in like the 
Mythic plus meta if tuned right?

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Or what are the things that they
need to look for to make sure 

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that we get like more 
representation of healers? 

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Yeah. 
It's going to be interesting, 

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isn't it? 
Because since Mythic Plus came 

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out, every healer has definitely
needed to be able to hit all the

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different kinds of healing 
right? 

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Like we're not back in Rath, the
Lich King, where some healers 

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basically had no single target 
at all. 

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Every healer is expected to be 
able to do like a baseline 

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performance level and they 
haven't necessarily hit that. 

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I know Holy Priest in particular
has had some difficult tears 

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healing Mythic Plus, but at that
really top level, the speck that

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ends up meta isn't necessarily 
the one that can do the most 

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healing right? 
Like it's the one that brings 

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the best red buffs or that fits 
in better with the DPS in the 

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group who are the real main 
characters Of course. 

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And so I think that being able 
to bring different kinds of 

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healing will be valuable, but at
the high end, which tends to 

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trickle down to everyone else, 
you'll still be picked for non 

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healing related reasons a lot of
the time in mythic plus in 

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Delves, which I'm a huge fan of 
by the way, big delver. 

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I think that it depends on how 
the companion will work as well 

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and how well delves are tuned in
general. 

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I found this season in 
particular, if you do delves as 

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a healer, their way of 
challenging you was just to give

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mobs way too much health in my 
opinion. 

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And so it kind of ended up as a 
slower slog. 

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And so I'm hoping that Delves 
with this healing revamp can 

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focus more on on how you heal. 
I know you can run tank Bran 

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right now and kind of just start
slapping with single target 

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healing until he does damage. 
I don't know if that's my ideal 

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gameplay for delves though. 
Yeah, Delves have been 

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constantly evolving through the 
War Within and Tank Bran only 

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came in part way through this 
this expansion, so I'm hoping 

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that they find a better footing.
The change of defensives and and

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cooldowns I hope will mean that 
they won't need to have of 

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course damage so spiky like it 
was in season 1 where unless you

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were a tank that damage was too 
much to for non tanks handle in 

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a spike or. 
I just. 

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I'm hoping that there is a 
greater variety of gameplay, but

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I. 
Wonder. 

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Yeah, I do wonder if Delve 
should just focus more on like 

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mechanical complexity instead of
just having mobs that do. 

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They have a lot of health and 
might one shot you if they reach

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you. 
Like I think there should be 

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more room to like duck and dive 
and kite and all of that stuff 

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that makes solo play really fun.
Yeah. 

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And they kind of did do that 
right? 

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Like Kai Vezza, especially on 
question mark. 

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Question mark was just a really 
good mechanical fight and like 

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it had a little bit of ADPS 
check, but mostly you would just

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do the mechanics for X amount of
time as a healer. 

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X did equal 14 minutes doing it 
on week 0. 

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But it was fun because it felt 
like I just had to do the 

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mechanics well and it could die,
whereas in regular delves I 

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don't really get that as a 
healer. 

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I, I think that regular delves 
is a strange one because it 

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feels like, like you were 
saying, like damage is so such a

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thing in delves where if you're 
a high damage healer, then 

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you're in a better position 
where let's say your disk and so

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you're doing the damage, you're 
keeping Brand brand up your they

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had to change atonement so that 
you actually had to like think 

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about Brand to get his, his 
damage up versus perhaps healers

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that just purely focus more on 
healing and definitely have to 

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opt to change their throughput 
in order to do the damage. 

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It is a very different game 
there. 

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Bran himself just didn't scale 
that well either did he? 

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Like in season 1 when I was 
doing Zekfir or whatever I feel 

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like Bran was doing like 300 
KDPS and now I'm doing Kai 

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Vezzer and he's doing like 400 
KDPS but like everything else in

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the game has gone up by 5 times 
and Bran still just not not 

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doing much. 
I just recall in season 1 he 

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would basically get one shot and
be stunned for forever and I 

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would just ignore picking him up
just to do the damage. 

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Hopefully with our new companion
it'll it'll be better testing. 

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So far she's she's buggy so we 
will will hold back judgement on

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that. 
In terms of actually with 

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healers doing somewhat more 
damage or or less damage 

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depending on that. 
Do you find that that isn't as 

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important because the, as you 
said, damages really the star of

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like the DPS rolls and I guess 
to a lesser extent the tanks? 

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It's just awkward, right? 
Because Once Upon a time, 

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healers did a little bit more as
a percent of your keys DPS. 

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Like you might be doing 11 or 
12% of the keys DPS. 

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But now, because healer DPS is 
tuned quite low, being able to 

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bring a buff that increases your
DPS players DPS by 3% just tends

225
00:14:18,000 --> 00:14:21,800
to do a lot more than optimizing
your personal DPS. 

226
00:14:23,000 --> 00:14:25,480
And I'm not sure if that they 
never really talked about it. 

227
00:14:25,480 --> 00:14:27,720
So I'm not sure if this is 
something they did intentionally

228
00:14:29,040 --> 00:14:32,400
or if over time here the DPS 
just wasn't prioritized much and

229
00:14:32,400 --> 00:14:34,400
so it went down as a percentage 
of the key. 

230
00:14:35,360 --> 00:14:39,880
I'm not really sure which of 
those two it is, but it 

231
00:14:39,880 --> 00:14:44,120
definitely leads to meters where
you just bring whatever healer 

232
00:14:44,120 --> 00:14:46,640
brings like a good buff. 
Yeah. 

233
00:14:47,400 --> 00:14:50,080
And I know this well since like 
Preservation of OCA does not 

234
00:14:50,080 --> 00:14:53,720
have a good buff. 
It's a very good key healer and 

235
00:14:53,720 --> 00:14:57,520
this season in particular it 
does insane DPS, like way more 

236
00:14:57,520 --> 00:15:00,000
than any other healer. 
But when you start including 

237
00:15:00,000 --> 00:15:05,960
Mark of the Wild or or Wind Fury
then your personal DPS isn't 

238
00:15:05,960 --> 00:15:07,920
really moving the meter as much 
as those would. 

239
00:15:09,080 --> 00:15:12,800
Yeah, the the fist comp is 
definitely a different beast. 

240
00:15:13,280 --> 00:15:16,040
Are there like what is the 
healer that fits into the fist 

241
00:15:16,040 --> 00:15:17,320
comp? 
Can you remind me again? 

242
00:15:19,040 --> 00:15:21,800
Like I think that people like 
resto shaman with it right since

243
00:15:21,800 --> 00:15:24,480
you bring wind fury totem and 
honestly just the mastery buff 

244
00:15:24,480 --> 00:15:27,960
it brings is good anyway. 
Resto druid is fitting into a 

245
00:15:27,960 --> 00:15:34,040
lot of comps right now since 3% 
versus just always good as well.

246
00:15:34,880 --> 00:15:39,960
Yeah, I find that in terms of 
buffs, when you're early in the 

247
00:15:39,960 --> 00:15:43,720
season, people like to have 
those, those buffs that kind of 

248
00:15:43,720 --> 00:15:47,920
give you a little more wiggle 
room, a little more of a chance 

249
00:15:47,920 --> 00:15:51,280
to make a mistake. 
Ancestral giving that extra 

250
00:15:51,280 --> 00:15:58,360
health or being able to give 
that power word Fortitude just 

251
00:15:58,360 --> 00:16:03,400
for the the extra bump in health
Shields in terms of this priest,

252
00:16:03,400 --> 00:16:08,320
just so if you're veering into 
one shot territory, the ability 

253
00:16:08,320 --> 00:16:12,960
to survive a mistake and not 
lose the 15 seconds at the high 

254
00:16:12,960 --> 00:16:18,960
levels is so valuable. 
But are there are there buffs 

255
00:16:19,040 --> 00:16:22,320
early season beyond that that 
you think compete? 

256
00:16:22,320 --> 00:16:24,840
Because when I think of that, 
that just immediately goes to 

257
00:16:24,840 --> 00:16:26,320
priests, immediately goes to 
shaman. 

258
00:16:27,200 --> 00:16:30,480
The verse buff you said can help
a bit, take a little less 

259
00:16:30,480 --> 00:16:33,120
damage. 
This is also just damage, right?

260
00:16:33,120 --> 00:16:36,160
Like you're, you're giving 
everyone 3% damage basically or,

261
00:16:36,840 --> 00:16:39,880
or somewhere around that. 
And that's just really powerful 

262
00:16:39,880 --> 00:16:44,280
as a buff considering you're 
already a healer that does 

263
00:16:44,360 --> 00:16:47,600
fantastic healing, you do 
moderate damage, and then you 

264
00:16:47,600 --> 00:16:50,760
also bring a good buff. 
I think the raid buffs just 

265
00:16:50,760 --> 00:16:54,760
don't fit great in Mythic, Plus 
I think they're really awkward 

266
00:16:54,760 --> 00:16:59,040
to play around, and I think that
the evoke buff in particular is 

267
00:16:59,040 --> 00:17:03,520
just so horrendously bad that 
you're never bringing in Evoka 

268
00:17:03,520 --> 00:17:09,319
to a group for that. 
So do you believe that for 

269
00:17:09,319 --> 00:17:13,599
healers or maybe for mythic plus
in general the buffs need to be 

270
00:17:13,599 --> 00:17:16,720
addressed to not? 
I actually think it's a semi 

271
00:17:16,720 --> 00:17:20,800
major issue. 
Yeah, I think that you could 

272
00:17:20,800 --> 00:17:23,960
make an argument that resto 
druid or resto shaman or even 

273
00:17:23,960 --> 00:17:25,839
priest brings the best buff. 
That's all fine. 

274
00:17:25,839 --> 00:17:32,200
Those all are uniquely good in 
at least one scenario, and then 

275
00:17:32,560 --> 00:17:34,280
preservation just does not have 
one. 

276
00:17:34,280 --> 00:17:38,720
Basically like no one is 
bringing preservation because 

277
00:17:38,720 --> 00:17:41,240
they want quarter reduction on 
their heroic leap or whatever, 

278
00:17:41,240 --> 00:17:43,680
right? 
Like it's it's OK in raid you've

279
00:17:43,680 --> 00:17:47,600
got 20 slots. 
Preservation is OP 50% of raid 

280
00:17:47,600 --> 00:17:50,680
tiers so far, Fantastic. 
But when you can only pick five 

281
00:17:50,680 --> 00:17:56,360
people, it's really hard to 
justify spending one of those on

282
00:17:56,360 --> 00:17:58,640
a spec with no boss when you 
could easily take someone else 

283
00:17:58,640 --> 00:18:01,680
in the queue that gives you 3% 
bursts or health or whatever 

284
00:18:01,680 --> 00:18:05,160
instead. 
I'm actually surprised that a 

285
00:18:05,240 --> 00:18:08,760
monk in Mystic Touch hasn't come
into this conversation, 

286
00:18:08,760 --> 00:18:11,080
especially when we were just 
talking about like a physical 

287
00:18:11,240 --> 00:18:14,080
buff. 
It what? 

288
00:18:14,080 --> 00:18:17,440
What's the reason for that? 
Is there a particular reason 

289
00:18:17,680 --> 00:18:20,120
that that monks are being held 
back despite having something 

290
00:18:20,120 --> 00:18:24,520
that might be considered a 
desirable buff for particular 

291
00:18:24,520 --> 00:18:27,480
comps? 
So I haven't looked into this in

292
00:18:27,480 --> 00:18:34,440
detail but a lot of melee specs 
now do a lot of non physical 

293
00:18:34,440 --> 00:18:38,200
damage if that makes sense. 
Like if you look at a ADK or a a

294
00:18:38,200 --> 00:18:41,840
demon Hunter's breakdown, how 
much of that is even scaling 

295
00:18:41,840 --> 00:18:46,120
with the the monk buff? 
Some percentage sure, but it's 

296
00:18:46,120 --> 00:18:49,560
not like it's nowhere near as 
good as Chaos Brand is for 

297
00:18:49,560 --> 00:18:53,320
casters and it has a slightly 
higher percentage on it. 

298
00:18:53,320 --> 00:18:56,120
But yeah if you look at most 
malaise breakdown, if you're not

299
00:18:56,120 --> 00:19:01,080
like a warrior then it's way 
more magic heavy than you'd 

300
00:19:01,080 --> 00:19:02,920
expect. 
Like I think red paladin is the 

301
00:19:02,920 --> 00:19:06,440
same. 
Yeah definitely red paladin 

302
00:19:06,960 --> 00:19:10,800
splitting their damage between 
holy and physical, shamans doing

303
00:19:10,800 --> 00:19:13,680
elemental damage and then 
physical as well and so forth. 

304
00:19:14,400 --> 00:19:17,680
Even like a a hunter has like 
their arcane shot and a 

305
00:19:17,720 --> 00:19:19,760
different things that are doing 
nature damage as well. 

306
00:19:20,600 --> 00:19:22,200
Just a lot of points against it 
isn't it? 

307
00:19:22,200 --> 00:19:26,000
Whereas like shaman buff for 
example mastery. 

308
00:19:27,000 --> 00:19:29,160
Some specs might like it more 
than others but everyone's 

309
00:19:29,160 --> 00:19:33,600
getting some benefit. 
And then you also get the wind 

310
00:19:33,600 --> 00:19:36,640
fury effect on top it just it's 
just a bitter buff than monk. 

311
00:19:36,640 --> 00:19:39,520
Honestly. 
Shaman is also just a very 

312
00:19:39,520 --> 00:19:43,440
comfortable healer in mythic. 
Plus you often see it played a 

313
00:19:43,440 --> 00:19:46,840
lot earlier in the season and 
then sometimes it falls off in 

314
00:19:46,840 --> 00:19:49,320
the middle later on, like I 
think season 1 of this 

315
00:19:49,320 --> 00:19:51,960
expansion. 
It was huge for the first half 

316
00:19:51,960 --> 00:19:55,640
of Season 1 and then this priest
kind of displaced it in the 

317
00:19:55,640 --> 00:20:00,080
second-half. 
Actually with like comfortable 

318
00:20:00,080 --> 00:20:03,160
healing and and so forth. 
What are your hopes for the 

319
00:20:03,160 --> 00:20:05,400
change in the matter as they 
make these changes? 

320
00:20:06,640 --> 00:20:10,600
I think that we will need to see
what their new dungeon design is

321
00:20:10,600 --> 00:20:13,280
before we can kind of start 
talking about what healers would

322
00:20:13,280 --> 00:20:16,600
be good in it. 
We know that with all the 

323
00:20:16,600 --> 00:20:21,680
healers losing their cooldowns 
or at least being reduced in how

324
00:20:21,680 --> 00:20:24,800
they can handle Bursa damage, 
that dungeons 2 need to adjust 

325
00:20:24,800 --> 00:20:27,240
right? 
Like you wouldn't want to go 

326
00:20:27,240 --> 00:20:30,160
into one of the current dungeons
with midnight spec design. 

327
00:20:31,640 --> 00:20:33,880
Which is going to be funny 
because some dungeons are coming

328
00:20:33,880 --> 00:20:35,800
back of course. 
So it'll be interesting to see 

329
00:20:35,800 --> 00:20:38,720
how they change those. 
Hopefully Pit of Sauron in 

330
00:20:38,720 --> 00:20:42,040
particular is completely 
different, but. 

331
00:20:42,680 --> 00:20:44,640
What was the nightmare in In 
Pit? 

332
00:20:45,080 --> 00:20:47,160
Remind me again? 
It's been it's been a while 

333
00:20:47,160 --> 00:20:48,640
since I've even done time 
walking. 

334
00:20:49,040 --> 00:20:50,400
Yeah, it's been a while, hasn't 
it? 

335
00:20:51,400 --> 00:20:53,840
There's just there's a lot of 
parts to that dungeon and it's 

336
00:20:53,840 --> 00:20:56,800
very long. 
I'm sure they'll do a great job 

337
00:20:56,800 --> 00:21:00,080
of it, but I don't have the 
fondest memories. 

338
00:21:01,240 --> 00:21:03,520
I just remember running it a 
bunch of times trying to get the

339
00:21:03,520 --> 00:21:06,480
hilt and never got the hilt. 
Yeah, I never got the hilt 

340
00:21:06,560 --> 00:21:08,560
either. 
I think we got scammed on that 

341
00:21:08,560 --> 00:21:09,760
one. 
I think there's that like 

342
00:21:09,760 --> 00:21:11,960
gauntlet at the end, right where
you're running through The Cave 

343
00:21:11,960 --> 00:21:13,440
with like The Cave caving in on 
you. 

344
00:21:13,440 --> 00:21:16,400
That that she sounds pretty fun.
Yeah. 

345
00:21:16,800 --> 00:21:20,880
Maybe the hilt will be back. 
Maybe we'll finally get out of 

346
00:21:20,880 --> 00:21:22,920
time. 
If it does drop, that would be 

347
00:21:22,920 --> 00:21:26,240
wonderful. 
I that's one of the things that 

348
00:21:26,240 --> 00:21:29,080
I spent a lot of time farming 
back in the day and just gave up

349
00:21:29,080 --> 00:21:32,640
on. 
But Peterson, obviously they'll 

350
00:21:32,640 --> 00:21:34,520
make some changes and won't be 
exactly the same. 

351
00:21:34,520 --> 00:21:37,520
And they always do this. 
Even when we saw things coming 

352
00:21:37,520 --> 00:21:41,040
back from Season 1 being shifted
into Season 3 for the War 

353
00:21:41,040 --> 00:21:45,920
Within, they made changes to fit
the current the current meta. 

354
00:21:46,440 --> 00:21:49,240
Peterson is very old too, right?
Like, this must be one of the 

355
00:21:49,240 --> 00:21:51,000
oldest dungeons they've ever 
brought back. 

356
00:21:51,600 --> 00:21:55,200
It is in fact the oldest period.
And so you just assume that it's

357
00:21:55,200 --> 00:21:57,320
going to change a lot. 
Like in Wrath, the Lich King, I 

358
00:21:57,320 --> 00:22:02,320
hit, I healed with two buttons. 
And so, well, in midnight, maybe

359
00:22:02,320 --> 00:22:03,640
I'll heal with two buttons as 
well. 

360
00:22:04,080 --> 00:22:07,360
But I think that there's going 
to be like giant changes to some

361
00:22:07,360 --> 00:22:12,040
of those older dungeons. 
But hopefully if we heal for 

362
00:22:12,040 --> 00:22:16,360
less in our cooldowns, hopefully
the base healing requirement at 

363
00:22:16,360 --> 00:22:18,080
all other times will be 
increased. 

364
00:22:18,560 --> 00:22:20,920
Like hypothetically, there's 
really interesting gameplay 

365
00:22:20,920 --> 00:22:23,720
here. 
Right where people aren't topped

366
00:22:23,720 --> 00:22:26,800
all the time and they're 
hovering between 50 and 70% 

367
00:22:26,800 --> 00:22:29,880
life, and you have to make good 
decisions about what spells you 

368
00:22:29,880 --> 00:22:33,800
cast to stop them from going 
much lower than that. 

369
00:22:33,800 --> 00:22:37,680
That reminds me of Cataclysm. 
But it's such a dream, right? 

370
00:22:37,680 --> 00:22:43,000
Yeah, Cataclysm is definitely 
the closest they've come to it. 

371
00:22:44,120 --> 00:22:48,880
But back in Cataclysm, you had 
mana efficiency as this big 

372
00:22:48,880 --> 00:22:52,640
system, right? 
Since you had Spirit as a stat 

373
00:22:52,640 --> 00:22:54,600
still on gear and all of that 
stuff. 

374
00:22:56,480 --> 00:22:58,920
And so I don't know if we're 
going back down that minor 

375
00:22:58,920 --> 00:23:03,080
efficiency track, which we we 
might, I'm not sure. 

376
00:23:03,720 --> 00:23:07,720
But you still have stuff like 
efficiency and how you spend 

377
00:23:07,720 --> 00:23:10,280
your global cooldowns, making 
sure you're using your short 

378
00:23:10,280 --> 00:23:14,040
cooldowns like Wild growth 
regularly. 

379
00:23:15,240 --> 00:23:18,160
So I think there is the 
potential for such good gameplay

380
00:23:18,160 --> 00:23:22,600
there, but it's very difficult 
to tune well, very difficult to 

381
00:23:22,600 --> 00:23:25,040
tune well. 
And so I'm very curious as to 

382
00:23:25,040 --> 00:23:27,920
how well they'll do. 
I hope they know they've got a 

383
00:23:27,920 --> 00:23:31,840
massive project ahead of them, 
but I think that it is doable. 

384
00:23:32,840 --> 00:23:36,200
OK, let's talk about that 
healing efficiency because that 

385
00:23:36,280 --> 00:23:40,160
like I, I remember it back from 
Kata, but obviously there's many

386
00:23:40,160 --> 00:23:44,400
people who haven't been playing 
Kata Classic when it was around 

387
00:23:44,400 --> 00:23:48,680
just a few years ago or even way
back when Kata was the new, the 

388
00:23:48,680 --> 00:23:51,880
new expansion on the block for 
healing efficiency. 

389
00:23:52,280 --> 00:23:56,840
There was a very real risk that 
healers would run out of mana 

390
00:23:56,840 --> 00:24:00,800
part way through through a fight
and that would cause a wipe. 

391
00:24:01,200 --> 00:24:04,240
Was is that something that you 
would find as interesting 

392
00:24:04,240 --> 00:24:09,160
gameplay or something that maybe
if it came every so often in 

393
00:24:09,160 --> 00:24:11,600
fights would be interesting, or 
is that something that you 

394
00:24:11,600 --> 00:24:13,520
wouldn't want people to touch at
all? 

395
00:24:14,600 --> 00:24:18,080
So the, the secret that has been
half buried about some of these 

396
00:24:18,080 --> 00:24:21,760
older expansions is that for 
some specs, because modern 

397
00:24:21,760 --> 00:24:25,600
efficiency was so important, you
would spend half the fight AFK 

398
00:24:25,720 --> 00:24:28,400
so that you could spend your 
limited resource on the moments 

399
00:24:28,400 --> 00:24:31,840
where healing mattered the most.
And not all healers were like 

400
00:24:31,840 --> 00:24:36,760
this, but certainly the one I 
played resto druid was and I'm 

401
00:24:36,760 --> 00:24:40,120
not sure that was better 
gameplay than what we have now. 

402
00:24:41,000 --> 00:24:44,360
And so I, I think mana 
efficiency can still be in the 

403
00:24:44,360 --> 00:24:49,720
game, but I think it's better 
when they give you ways to play 

404
00:24:49,720 --> 00:24:53,360
around it more right? 
Like resto druid for example has

405
00:24:53,360 --> 00:24:56,080
abundance now for every redo you
have out. 

406
00:24:56,080 --> 00:24:59,000
Regrowth is faster cast and cost
less mana. 

407
00:24:59,800 --> 00:25:01,960
That introduces a really 
interesting healing pattern 

408
00:25:01,960 --> 00:25:04,360
where you put rejuvens up to 
make your regrowth cheaper. 

409
00:25:04,680 --> 00:25:07,040
That's a fun way of playing 
around mana, right? 

410
00:25:07,480 --> 00:25:11,400
Or if you have a really high HPS
spell that also costs a lot, 

411
00:25:11,880 --> 00:25:13,760
then you can use that as kind of
your throttle. 

412
00:25:14,800 --> 00:25:17,800
If you're behind, cast the 
expensive spell, catch up. 

413
00:25:18,480 --> 00:25:21,040
If you're falling behind too 
often and casting your expensive

414
00:25:21,040 --> 00:25:23,880
spell too often, well, you might
get screwed on mana. 

415
00:25:24,480 --> 00:25:27,480
And that can be good design 
because you're making choices, 

416
00:25:29,680 --> 00:25:33,520
but you don't want to end up in 
this situation where the correct

417
00:25:33,520 --> 00:25:37,160
decision is to cast nothing for 
more than brief moments in the 

418
00:25:37,160 --> 00:25:39,160
fight. 
Because I've been there, it 

419
00:25:39,160 --> 00:25:42,440
ain't that fun. 
Mana. 

420
00:25:42,880 --> 00:25:46,160
Mana in particular the last few 
expansions has been weird. 

421
00:25:46,720 --> 00:25:50,280
Every single tier you have like 
one or two healers that uses 

422
00:25:50,280 --> 00:25:53,760
mana as a real resource, and 
everyone else has infinite mana 

423
00:25:53,760 --> 00:25:56,000
at all times. 
And then the tier ends, you go 

424
00:25:56,000 --> 00:26:00,560
to the next tier, you rotate two
other healers get their mana 

425
00:26:00,560 --> 00:26:02,240
tune. 
Now they have mana problems and 

426
00:26:02,240 --> 00:26:05,520
the original ones have Infinity.
And I don't think I've seen a 

427
00:26:05,520 --> 00:26:08,800
time for a long time, maybe 
ever, where all healers had to 

428
00:26:09,560 --> 00:26:12,560
care about and manage mana. 
So if they are going to make it 

429
00:26:12,560 --> 00:26:15,120
central, they don't have to. 
But if they are going to make it

430
00:26:15,120 --> 00:26:18,840
central, then they're going to 
have to work out a way to make 

431
00:26:18,840 --> 00:26:24,440
all healers play the same game. 
Yeah, when I look at changes, I 

432
00:26:24,440 --> 00:26:27,560
play shaman. 
So when I look at changes where 

433
00:26:27,560 --> 00:26:30,920
they're taking out healing surge
and just leaving the basic 

434
00:26:30,920 --> 00:26:38,240
healing wave, it feels like mana
conservation is less likely to 

435
00:26:38,240 --> 00:26:42,560
be the game unless they are 
going to like force you to like 

436
00:26:42,560 --> 00:26:45,960
keep dumping chain heels. 
It works well as a light 

437
00:26:45,960 --> 00:26:49,840
resource, doesn't it? 
Like if I play preservation 

438
00:26:49,840 --> 00:26:53,280
right now I mostly don't have 
mana issues, but if I spend my 

439
00:26:53,280 --> 00:26:56,480
expensive spell on cooldown then
I might start going oom near the

440
00:26:56,480 --> 00:26:58,360
end of the fight. 
I think that's reasonable 

441
00:26:58,360 --> 00:27:01,080
design. 
It's not a big driver of my 

442
00:27:01,080 --> 00:27:04,880
decisions, but if I run oom when
the boss is at 10% I might 

443
00:27:04,880 --> 00:27:06,640
adjust a few things for the next
pull. 

444
00:27:07,040 --> 00:27:09,600
I think if mana is sticking 
around, I think that's fine. 

445
00:27:10,840 --> 00:27:16,840
OK, And what about particular 
abilities that refund mana? 

446
00:27:17,560 --> 00:27:24,000
Mana Titotium was a big one. 
We had abilities where you would

447
00:27:24,320 --> 00:27:27,880
do some DPS and that would 
restore mana, or abilities that 

448
00:27:27,880 --> 00:27:31,520
are on other classes that would 
then give mana. 

449
00:27:31,840 --> 00:27:36,920
Most famously Druid being able 
to allow for a casting without 

450
00:27:36,920 --> 00:27:38,480
consuming mana for a short 
period of time. 

451
00:27:38,720 --> 00:27:43,200
Do you find that those abilities
have a place, or do you think 

452
00:27:43,200 --> 00:27:48,760
that they're too polarizing? 
I was a big fan of the everyone 

453
00:27:48,760 --> 00:27:50,200
may not share my opinion on this
one. 

454
00:27:50,200 --> 00:27:53,440
I'm a big fan of the lightning 
bolt restores mana reth restores

455
00:27:53,440 --> 00:27:57,960
mana master shapeshifter kind of
design where you might spend a 

456
00:27:57,960 --> 00:28:01,640
bit more mana but then during 
downtime you can get it back by 

457
00:28:01,640 --> 00:28:04,680
spamming your filler DPS spell. 
I'm a fan of those kind of 

458
00:28:04,680 --> 00:28:05,800
designs. 
I think they're really 

459
00:28:05,800 --> 00:28:09,480
interesting. 
They give you a way to get mana 

460
00:28:09,480 --> 00:28:12,240
out of haste, which is quite 
interesting since you can cast 

461
00:28:12,240 --> 00:28:16,080
more of these filler spells. 
In terms of the other ones you 

462
00:28:16,080 --> 00:28:20,680
mentioned, Innovate Monotide, I 
think monotide is fairly benign.

463
00:28:20,800 --> 00:28:24,760
I think it's, it's fine stuff 
like Innovate where you're 

464
00:28:24,960 --> 00:28:30,800
picking someone tend to be more 
awkward because most of the time

465
00:28:30,880 --> 00:28:33,120
the druid themselves want to 
keep that. 

466
00:28:34,800 --> 00:28:38,760
And I think that it can make for
awkward social situations where 

467
00:28:38,760 --> 00:28:41,000
someone else thinks that they 
should maybe have a little bit 

468
00:28:41,000 --> 00:28:44,200
more. 
And so I'm a fan of those spells

469
00:28:44,200 --> 00:28:48,600
just giving it to both people. 
Like power infusion is like this

470
00:28:48,600 --> 00:28:51,680
right now where the priest gets 
it and whoever they give power 

471
00:28:51,680 --> 00:28:54,040
infusion to gets it. 
I think stuff like Innovate 

472
00:28:54,040 --> 00:28:56,960
could be the same way, where 
you're encouraged to give it 

473
00:28:56,960 --> 00:29:00,960
away without any personal loss. 
I don't know if Blizzard 

474
00:29:00,960 --> 00:29:03,200
necessarily agrees with me on 
that one because I think they 

475
00:29:03,200 --> 00:29:08,040
like seeing that kind of stuff 
used socially, but I don't think

476
00:29:08,040 --> 00:29:10,520
you'll find many resto druids 
that are happy to give it away. 

477
00:29:10,840 --> 00:29:13,000
It's a bit of a different thing 
when it comes to like boomkins 

478
00:29:13,000 --> 00:29:15,600
and stuff since they have no 
personal attachment anyway. 

479
00:29:17,400 --> 00:29:22,720
But yeah, I I'm more of a fan of
the DPS to get mana back kind of

480
00:29:22,720 --> 00:29:24,480
design. 
And it doesn't have to be that 

481
00:29:24,480 --> 00:29:30,040
like Miss Weaver has mana T I 
think that every healer could 

482
00:29:30,040 --> 00:29:32,760
have their own unique 
interesting mana mechanic. 

483
00:29:32,760 --> 00:29:35,480
Like Shaman gets mana back on 
crit, stuff like that. 

484
00:29:37,240 --> 00:29:40,400
But right now they don't. 
So I'm curious as to whether 

485
00:29:40,400 --> 00:29:44,760
they'll care about mana at all. 
Honestly there hasn't been any 

486
00:29:44,760 --> 00:29:49,800
great indication that they will 
yet, but if they do, I think the

487
00:29:49,800 --> 00:29:54,040
best result is that each healer 
has their own kind of mini mana 

488
00:29:54,040 --> 00:30:01,040
mini game they're playing. 
OK, well, from the if, from the 

489
00:30:01,040 --> 00:30:06,400
initial things that we've got 
alone right now, who do you, 

490
00:30:06,400 --> 00:30:10,280
which healers, which of the 
healer specs do you feel is 

491
00:30:10,880 --> 00:30:15,240
currently looking best on paper?
Again, we've only had normal 

492
00:30:15,240 --> 00:30:17,880
dungeons, Dells, we haven't had 
anything to really stress it. 

493
00:30:18,120 --> 00:30:21,080
So it's it's mostly speculative 
at this point. 

494
00:30:21,240 --> 00:30:27,760
But which healers you feel have 
benefited or come out mostly 

495
00:30:27,760 --> 00:30:30,360
unscathed from the this 
pullback? 

496
00:30:30,360 --> 00:30:34,400
And which are the healers that 
you feel need more more 

497
00:30:34,400 --> 00:30:42,880
attention? 
So in terms of the bad ones, I'm

498
00:30:42,880 --> 00:30:46,600
not a resto Sharman expert, but 
I've heard from resto Sharman 

499
00:30:46,600 --> 00:30:49,840
experts that that spec might 
need another look and I believe 

500
00:30:49,840 --> 00:30:52,920
them. 
I think there are a lot of specs

501
00:30:52,920 --> 00:30:57,560
that have come through mostly in
a very good state, or at least a

502
00:30:57,560 --> 00:31:00,560
state that could be good if 
tuning is really good, but they 

503
00:31:00,560 --> 00:31:03,640
have like one or two core issues
that they would like solved. 

504
00:31:04,840 --> 00:31:06,560
I think that's a pretty good 
place to be in. 

505
00:31:06,560 --> 00:31:11,080
And week 1 of alpha, since the 
specs that eventually go live in

506
00:31:11,400 --> 00:31:14,800
four months or whatever will 
probably be quite different than

507
00:31:14,800 --> 00:31:19,200
what we have now. 
The ones I'm particularly 

508
00:31:19,200 --> 00:31:24,000
intrigued by are Preservation 
because that spec got almost 

509
00:31:24,000 --> 00:31:27,840
remade like Midnight 
Preservation and the War Within 

510
00:31:27,840 --> 00:31:31,320
Preservation have very little in
common except that they're both 

511
00:31:31,400 --> 00:31:37,840
weird gangly Dragons. 
I think that Resto Druid is the 

512
00:31:37,880 --> 00:31:42,040
most untouched. 
Like Flourish is of course gone,

513
00:31:42,040 --> 00:31:44,960
which is a major change, but 
currently convoke the spirits 

514
00:31:45,520 --> 00:31:50,160
can still proc A flourish like 
effect and so I think it ends up

515
00:31:50,160 --> 00:31:52,880
playing quite similarly to now. 
You've still got your core, 

516
00:31:52,880 --> 00:31:55,640
rejuve, regrowth, abundance 
engine going. 

517
00:31:57,480 --> 00:32:01,800
The big change for resto druid 
that is causing some tension 

518
00:32:01,800 --> 00:32:04,680
right now is the removal of 
skull bash, which is the resto 

519
00:32:04,680 --> 00:32:08,440
druid interrupt. 
I kind of agree with the people 

520
00:32:08,440 --> 00:32:12,520
who think it should come back, 
so I'm curious as to whether 

521
00:32:12,520 --> 00:32:16,200
they give any reason for that or
if they bring it back further 

522
00:32:16,200 --> 00:32:20,840
through. 
Alpha Disc Priest I've been 

523
00:32:20,840 --> 00:32:23,760
mostly happy with. 
I think Avenge needs sorry 

524
00:32:23,760 --> 00:32:27,200
Evangelism that is needs a 
second look since they're 

525
00:32:27,200 --> 00:32:32,320
clearly trying to make the spec 
easier to play, but I think they

526
00:32:32,320 --> 00:32:34,760
haven't quite nailed the design 
down on that one. 

527
00:32:35,880 --> 00:32:39,400
And then again, Holy Priest, I 
wouldn't consider myself near an

528
00:32:39,400 --> 00:32:42,600
expert, but I've I've heard good
things from people that are much

529
00:32:42,600 --> 00:32:44,600
more knowledgeable in that area 
than me. 

530
00:32:46,200 --> 00:32:47,440
Did I leave that Miss Weaver 
again? 

531
00:32:47,440 --> 00:32:49,120
I've I've done that many Times 
Now. 

532
00:32:50,160 --> 00:32:54,040
Yeah, unfortunately Miss Weaver 
was the the the missing link in 

533
00:32:54,040 --> 00:32:57,200
this. 
How do they look right now? 

534
00:32:59,520 --> 00:33:01,560
They've got, it's weird, isn't 
it? 

535
00:33:01,560 --> 00:33:05,840
They've got this like half 
dragon half crane kind of choice

536
00:33:06,520 --> 00:33:11,800
you have to make tough to 
balance that kind of choice. 

537
00:33:13,400 --> 00:33:16,040
And I think if one plays way 
better than the other, they've 

538
00:33:16,040 --> 00:33:18,440
always had this kind of paradigm
for quite a while, right? 

539
00:33:18,440 --> 00:33:24,400
Like even in the War Within 
you've got Qigi builds and Yulon

540
00:33:24,400 --> 00:33:27,480
builds and like Yulon's been 
better for most of the 

541
00:33:27,600 --> 00:33:32,240
expansion. 
But the when the one you enjoy 

542
00:33:32,240 --> 00:33:35,440
less ends up meta, that can 
cause some tension. 

543
00:33:35,440 --> 00:33:38,840
But I think it's bold to try and
introduce what is basically 2 

544
00:33:38,840 --> 00:33:40,600
specs in one. 
Right where you're making a 

545
00:33:40,600 --> 00:33:44,640
choice is to which aspect of the
spec you want to play. 

546
00:33:45,960 --> 00:33:50,240
I think it's interesting. 
I'm not sure this version 0 is 

547
00:33:50,240 --> 00:33:53,960
going to be similar to the final
version we get, but it's it's 

548
00:33:53,960 --> 00:33:56,720
interesting. 
Yeah. 

549
00:33:56,800 --> 00:34:00,280
I mean, again, we do have a long
way to go, but just based on 

550
00:34:00,280 --> 00:34:04,200
where they are right now, that 
seems like a good, that's a good

551
00:34:04,200 --> 00:34:07,800
start. 
And we are once again saying 

552
00:34:07,800 --> 00:34:11,920
that we don't have incredibly 
challenging content to really 

553
00:34:11,920 --> 00:34:15,000
stress test the rigors of what 
changes have happened. 

554
00:34:15,600 --> 00:34:21,760
It might, we might find out that
as we get into ray testing and 

555
00:34:21,760 --> 00:34:27,800
like actual key testing that 
things that we didn't really see

556
00:34:27,800 --> 00:34:30,199
at first become glaring 
problems. 

557
00:34:30,560 --> 00:34:32,080
So. 
We just don't know, right? 

558
00:34:32,080 --> 00:34:36,360
Like we, we know the encounters 
will change, we know the healers

559
00:34:36,360 --> 00:34:39,000
will change, we've seen some of 
the healer changes already, 

560
00:34:39,000 --> 00:34:40,880
we've seen none of the encounter
changes. 

561
00:34:41,920 --> 00:34:45,159
And those are going to be really
important for defining what the 

562
00:34:45,159 --> 00:34:46,800
future of healing is going to 
look like. 

563
00:34:47,520 --> 00:34:50,080
And I honestly, if I were 
Blizzard, I'd be trying to roll 

564
00:34:50,080 --> 00:34:56,080
the stuff out sooner rather than
later because it's not just how 

565
00:34:56,080 --> 00:34:59,360
healers will play into it, it's 
how the new UI will play into it

566
00:34:59,360 --> 00:35:03,240
as well. 
And the new UI is going to be, 

567
00:35:03,320 --> 00:35:06,440
dare I say, more important for 
healing than any other role. 

568
00:35:08,240 --> 00:35:11,320
And so I think they should 
really focus on giving us 

569
00:35:11,320 --> 00:35:15,160
something to test that isn't 
normal mode levelling dungeons. 

570
00:35:16,600 --> 00:35:19,960
I know we're on week 1, but it 
takes a long time for feedback 

571
00:35:20,600 --> 00:35:23,440
to go up the chain and then to 
see changes based on it. 

572
00:35:24,200 --> 00:35:26,320
And I'd hate for them to leave 
it too late. 

573
00:35:26,320 --> 00:35:30,720
Like they have some new 
expansion features in the past 

574
00:35:30,720 --> 00:35:34,400
like as a right? 
Yeah, that was a big one. 

575
00:35:35,040 --> 00:35:41,760
So then looking at UI, give the 
first glance that we've had of 

576
00:35:41,760 --> 00:35:44,440
these things, of the 
conversations that we've had 

577
00:35:44,720 --> 00:35:49,480
about how a lot of the things in
combat and in instances are 

578
00:35:49,480 --> 00:35:56,760
being locked down. 
What do healers need in general 

579
00:35:57,160 --> 00:36:00,600
just to have a proper 
functioning UI in the base game?

580
00:36:00,600 --> 00:36:03,000
Let's say we can't use any 
add-ons. 

581
00:36:03,000 --> 00:36:08,400
Let's say it is pure nuclear. 
If you walk into an instance 

582
00:36:08,640 --> 00:36:10,920
there is not a single add on 
that can help you. 

583
00:36:12,000 --> 00:36:16,040
What do healers need in order to
function properly? 

584
00:36:16,280 --> 00:36:19,080
Or what if? 
I guess a better question is 

585
00:36:19,240 --> 00:36:23,400
what are the stresses in the war
within that they need to avoid 

586
00:36:23,400 --> 00:36:26,680
by either adding it to the UI or
not designing that way? 

587
00:36:28,160 --> 00:36:33,480
So there are two like key pieces
of your interface as a healer. 1

588
00:36:33,480 --> 00:36:35,480
is particularly important in 
raid, but in mythic plus a 

589
00:36:35,480 --> 00:36:37,200
little bit too. 
That's boss timers. 

590
00:36:38,320 --> 00:36:42,480
You need to know when healing is
going to be severe so you can 

591
00:36:42,480 --> 00:36:45,400
prepare for it. 
That kind of preparation is not 

592
00:36:45,400 --> 00:36:47,120
going away in the midnight 
designs. 

593
00:36:47,360 --> 00:36:51,760
Plenty of specs are still going 
to ramp for incoming damage, so 

594
00:36:51,760 --> 00:36:53,280
you need to know what's coming 
up. 

595
00:36:54,440 --> 00:36:57,880
The second part is a good healer
frame. 

596
00:36:58,760 --> 00:37:00,760
You need to see everyone's 
health, you need to see their 

597
00:37:00,760 --> 00:37:03,560
debuffs and you need to see 
which of your buffs you have on 

598
00:37:03,560 --> 00:37:06,960
them. 
Now currently Blizzard wants to 

599
00:37:06,960 --> 00:37:09,840
do both of these things 
themselves at midnight. 

600
00:37:09,840 --> 00:37:13,240
Like of course we already have 
in game frames, they are 

601
00:37:13,240 --> 00:37:16,400
terrible. 
And in midnight we will also 

602
00:37:16,400 --> 00:37:20,600
have in game boss timers. 
I haven't done like the demo 

603
00:37:20,600 --> 00:37:25,360
raid boss on alpha yet. 
Boss timers hypothetically 

604
00:37:25,520 --> 00:37:28,600
aren't very difficult to do 
well, so I do trust that 

605
00:37:28,600 --> 00:37:33,280
Blizzard will have a decent 
package for us come live. 

606
00:37:34,280 --> 00:37:39,000
You really just need the ability
and the timer and at least 

607
00:37:39,000 --> 00:37:41,080
something like that is already 
in place. 

608
00:37:41,080 --> 00:37:43,480
It'd be nice to get some 
customization being able to 

609
00:37:43,480 --> 00:37:46,680
choose between the timeline that
I think is in currently and some

610
00:37:46,680 --> 00:37:50,360
kind of bar timers which are 
Bigwigs and DBM default to. 

611
00:37:50,360 --> 00:37:55,120
I think I use the timeline 
anyway, but yeah, I think that 

612
00:37:55,280 --> 00:37:56,800
you need some customization 
there. 

613
00:37:57,640 --> 00:38:03,240
The default RAID frames, though,
need work, and currently on 

614
00:38:03,240 --> 00:38:06,200
Midnight Alpha, we do not have 
any changes to the helo frames. 

615
00:38:06,200 --> 00:38:07,640
They're the same as the wall 
within. 

616
00:38:08,520 --> 00:38:11,480
I believe there will be some 
stuff coming here soon based on 

617
00:38:11,480 --> 00:38:13,360
interviews I've read. 
I don't have any secret 

618
00:38:13,360 --> 00:38:18,080
information and there's a few 
things that they kind of must do

619
00:38:18,080 --> 00:38:22,000
to make these usable. 
We need more than three buff 

620
00:38:22,000 --> 00:38:24,360
slots. 
Right now it only shows 3 buffs.

621
00:38:25,120 --> 00:38:29,280
That is not enough. 
Almost every healer spec in the 

622
00:38:29,280 --> 00:38:31,920
game will use more than that. 
Some, like Resto Druid, are 

623
00:38:31,920 --> 00:38:35,680
particularly bad, and so if you 
cast more than three buffs on 

624
00:38:35,680 --> 00:38:38,040
someone, one will disappear from
your frames. 

625
00:38:38,920 --> 00:38:41,720
And I don't even play resto 
druid that much, but I thought 

626
00:38:41,720 --> 00:38:43,880
the mastery was that you stack 
these? 

627
00:38:44,200 --> 00:38:48,480
It is. 
And they removed some so that 

628
00:38:48,480 --> 00:38:51,280
you have to show less on frames,
but they certainly didn't get me

629
00:38:51,280 --> 00:38:56,080
down to to three or fewer. 
They also mentioned that they're

630
00:38:56,080 --> 00:38:58,880
not going to show one on frames,
but they're keeping it in the 

631
00:38:58,880 --> 00:39:00,400
game. 
The weird thing is it's the 

632
00:39:00,400 --> 00:39:03,120
strongest hot in the kit, 
symbiotic blooms. 

633
00:39:03,120 --> 00:39:06,160
It does the most things. 
No idea what they're thinking 

634
00:39:06,160 --> 00:39:08,200
there. 
I will have that in my feedback 

635
00:39:08,200 --> 00:39:11,040
post. 
But OK, so I have the default 

636
00:39:11,040 --> 00:39:12,320
frames. 
I need to see that more than 

637
00:39:12,320 --> 00:39:14,680
three buffs. 
I need to be able to change 

638
00:39:14,680 --> 00:39:18,400
where I see them on my frames so
that I can put rejuve in the 

639
00:39:18,400 --> 00:39:24,320
bottom left, echo in the bottom 
right, whatever debuffs in the 

640
00:39:24,320 --> 00:39:28,320
middle perhaps. 
I would love some customization 

641
00:39:28,320 --> 00:39:31,360
in terms of how it looks. 
Some of us like class colours, 

642
00:39:31,640 --> 00:39:36,680
some of us like dark frames that
go red as people get injured. 

643
00:39:37,200 --> 00:39:39,760
That's not me, but respect to 
those people. 

644
00:39:40,280 --> 00:39:43,200
Currently the Blizzard options 
are class colours or the ugliest

645
00:39:43,200 --> 00:39:47,560
green that you've ever seen, so 
we need that to change. 

646
00:39:48,440 --> 00:39:53,200
And then something healers have 
started doing a lot in the past 

647
00:39:53,200 --> 00:39:56,520
five or six years is to actually
colour the frame differently if 

648
00:39:56,520 --> 00:39:58,080
they have a key buff on them, 
right? 

649
00:39:59,040 --> 00:40:03,040
So if my frames are black by 
default, maybe it goes yellow 

650
00:40:03,040 --> 00:40:06,600
when I have atonement on them, 
or echo or Rejuve. 

651
00:40:06,920 --> 00:40:10,280
It's extremely nice and makes 
playing a healer much nicer. 

652
00:40:10,480 --> 00:40:12,760
You can't do that on the default
frames right now without weak 

653
00:40:12,760 --> 00:40:16,520
cores, which won't exist. 
So that would be very good. 

654
00:40:17,000 --> 00:40:19,640
And then the last thing I'd like
to see, this is the only one 

655
00:40:19,640 --> 00:40:24,080
that's more optional but would 
be huge, is some kind of 

656
00:40:24,560 --> 00:40:27,720
highlighting when they have a 
particular debuff that you can 

657
00:40:27,720 --> 00:40:31,880
set, especially in Mythic Raid 
or high keys. 

658
00:40:31,880 --> 00:40:36,840
Right now, we will write in some
debuffs that like glow the frame

659
00:40:36,840 --> 00:40:39,800
with like a nice border that 
makes it really obvious when 

660
00:40:39,800 --> 00:40:42,160
someone is being targeted by 
something that's likely to kill 

661
00:40:42,160 --> 00:40:45,200
them. 
It's very nice since there's a 

662
00:40:45,200 --> 00:40:49,840
lot going on in raid and it's 
useful to know who needs 

663
00:40:49,840 --> 00:40:54,280
priority healing, and just 
showing a debuff in the middle 

664
00:40:54,280 --> 00:40:56,720
of the frame doesn't quite do 
the same job as that. 

665
00:40:56,720 --> 00:41:00,120
So I think those are the big 
things the default frames need. 

666
00:41:00,920 --> 00:41:03,720
Half of those I wouldn't really 
describe as optional, I think 

667
00:41:03,720 --> 00:41:06,120
they're pretty key, like only 
showing 3 buffs. 

668
00:41:07,160 --> 00:41:10,440
It's honestly amazing that we 
got to the year 2025 without 

669
00:41:10,440 --> 00:41:14,120
that changing. 
Players right now use different 

670
00:41:14,120 --> 00:41:16,160
weak cores or add-ons to get 
past that. 

671
00:41:16,160 --> 00:41:20,000
Like there's an add on called 
bigger debuffs that shows like 6

672
00:41:20,000 --> 00:41:26,560
I think or something like that. 
And so I think most of these 

673
00:41:26,560 --> 00:41:31,320
should be easy wins that we 
should have by midnight, but I'd

674
00:41:31,320 --> 00:41:35,040
definitely be very concerned if 
midnight starts and we haven't 

675
00:41:35,040 --> 00:41:39,800
seen these changes. 
Yeah, I'm, I'm actually 

676
00:41:39,800 --> 00:41:44,320
surprised that unit frames 
aren't being adjusted income in 

677
00:41:44,320 --> 00:41:45,880
conjunction with the cooldown 
manager. 

678
00:41:46,280 --> 00:41:50,240
The cooldown manager, as it is 
on the alpha right now, allows 

679
00:41:50,240 --> 00:41:56,520
you to have some things tracked 
as like essential, then major, 

680
00:41:56,840 --> 00:42:01,360
then just like blacklisted, and 
you can actually change the 

681
00:42:01,360 --> 00:42:04,960
order in which they appear. 
So the same thing, same sort of 

682
00:42:04,960 --> 00:42:07,680
functionality. 
Seems like an easy lift into 

683
00:42:08,360 --> 00:42:11,080
your rate frames or party frames
you would think. 

684
00:42:11,080 --> 00:42:13,960
So. 
But here we are. 

685
00:42:14,480 --> 00:42:17,880
I'm also not sure what kind of 
customization add-ons will be 

686
00:42:17,880 --> 00:42:21,440
able to do the frames. 
Like I think some of them, and 

687
00:42:21,440 --> 00:42:23,640
I'm, I'm not speaking from 
expertise here, but I believe 

688
00:42:23,640 --> 00:42:26,600
some of them are already just 
reskinning the default frames 

689
00:42:26,600 --> 00:42:29,560
rather than creating their own, 
whereas others do just create 

690
00:42:29,560 --> 00:42:31,920
their own frames. 
The ones that reskin the 

691
00:42:31,920 --> 00:42:35,400
Blizzard frames, I don't see why
that shouldn't still fit their 

692
00:42:35,400 --> 00:42:39,440
new philosophy. 
But yeah, I I have no idea where

693
00:42:39,440 --> 00:42:42,360
that will end up by the end of 
alpha since I think a lot of add

694
00:42:42,360 --> 00:42:45,520
on stuff is going to be in flux.
Yeah, you're right. 

695
00:42:45,520 --> 00:42:50,040
It's oddly in flux. 
I we've seen obviously big thing

696
00:42:50,040 --> 00:42:52,960
is weak or is saying that 
they're calling it quits. 

697
00:42:53,560 --> 00:42:57,080
We're seeing that DBM has 
already said that they're going 

698
00:42:57,080 --> 00:43:00,560
to release something that 
changes the timeline into bars 

699
00:43:00,560 --> 00:43:05,280
that people are used to. 
So different add on authors are 

700
00:43:05,280 --> 00:43:08,560
going in different directions. 
But again, that can change as 

701
00:43:08,560 --> 00:43:13,800
things get adjusted and what 
allowances are there in the API 

702
00:43:13,800 --> 00:43:17,640
once things go live. 
So it at this point, it is kind 

703
00:43:17,640 --> 00:43:20,680
of the Wild West. 
We're all going with speculation

704
00:43:20,680 --> 00:43:23,600
and hopes, which is why I 
definitely think that the key 

705
00:43:23,600 --> 00:43:27,640
question is what do we need out 
of the UI if it comes straight 

706
00:43:27,640 --> 00:43:30,040
from Blizzard or is allowed 
through add-ons. 

707
00:43:30,520 --> 00:43:34,040
Either way, I know that players 
who are resourceful and 

708
00:43:34,040 --> 00:43:38,280
dedicated are going to get that.
But if Blizzard doesn't put it 

709
00:43:38,280 --> 00:43:42,480
in the base UI, that creates the
same skill gap that they're 

710
00:43:42,480 --> 00:43:47,760
really trying to remove with 
these these changes to add-ons. 

711
00:43:48,800 --> 00:43:50,800
Something I did notice when 
setting up the new quarter 

712
00:43:50,800 --> 00:43:54,520
manager, like a lot of the 
arguments against all this week 

713
00:43:54,520 --> 00:43:58,400
or stuff is that if you're a new
player, it just like you have to

714
00:43:58,680 --> 00:44:01,800
start the game for the first 
time, you have to learn what 

715
00:44:01,800 --> 00:44:05,000
add-ons are and import stuff. 
All of that stuff is probably 

716
00:44:05,000 --> 00:44:07,240
faster than setting up the 
quarter manager for me, I will 

717
00:44:07,240 --> 00:44:11,640
say. 
I think it's faster because when

718
00:44:11,640 --> 00:44:16,120
you download Hikelly or you 
download a week or a pack for 

719
00:44:16,120 --> 00:44:21,720
your class, it's usually set up 
based on the tier and what you 

720
00:44:21,720 --> 00:44:24,880
should be doing in that tier. 
And with Blizzard now assuming 

721
00:44:24,880 --> 00:44:27,480
that responsibility because 
they're supplanting these 

722
00:44:27,480 --> 00:44:30,440
add-ons, they very much need to 
do the same thing. 

723
00:44:30,640 --> 00:44:35,720
The rotation highlight needs to 
update based on your talent 

724
00:44:35,720 --> 00:44:41,560
choices based on your current 
current rotation, which can 

725
00:44:41,560 --> 00:44:45,480
change if you're switching 
between tier pieces based on 

726
00:44:45,480 --> 00:44:49,680
your, again, the talent choices 
based on like whatever hotfix 

727
00:44:49,680 --> 00:44:52,120
came around that might 
completely shift things. 

728
00:44:52,400 --> 00:44:55,920
And so Blizzard has to take that
responsibility on and it needs 

729
00:44:55,920 --> 00:45:02,200
to be front loaded. 
It should be that you hit level 

730
00:45:02,200 --> 00:45:05,800
80 or maybe even before then, 
but I would think that you hit 

731
00:45:05,800 --> 00:45:09,280
the level cap and it goes, 
congratulations on on hitting 

732
00:45:09,280 --> 00:45:11,560
80. 
Do you want to enable this? 

733
00:45:11,560 --> 00:45:14,680
And you could just opt out of 
all of them and but that is your

734
00:45:14,680 --> 00:45:17,960
choice. 
I think that if they're going to

735
00:45:18,480 --> 00:45:21,200
make it that you don't have to 
go outside the game. 

736
00:45:21,520 --> 00:45:25,240
It can't be that like yes, it's 
on, it's in the game, but you 

737
00:45:25,240 --> 00:45:28,000
need to go to an outside 
resource just to figure out how 

738
00:45:28,000 --> 00:45:30,440
to set it up, or even that it 
exists itself. 

739
00:45:31,680 --> 00:45:34,440
Yeah, I could see you in it 
because you can't export import 

740
00:45:34,920 --> 00:45:36,760
called our manager setups, 
right. 

741
00:45:37,200 --> 00:45:39,320
And so I could see it being 
similar to now where you just go

742
00:45:39,320 --> 00:45:42,640
to Waggo and you download the 
the pack or whatever for your 

743
00:45:42,640 --> 00:45:45,960
called our manager instead, 
which is still an improvement in

744
00:45:45,960 --> 00:45:48,960
terms of usability for newer 
players. 

745
00:45:48,960 --> 00:45:52,080
But it is funny that you kind of
end up in the same place. 

746
00:45:53,040 --> 00:45:57,000
Yeah, I that is, that is true. 
Should do you believe that the 

747
00:45:57,000 --> 00:46:02,280
base UI should have import codes
of what do I want to track and 

748
00:46:02,280 --> 00:46:05,520
what what do I want to ignore? 
Do you think that that would be 

749
00:46:05,520 --> 00:46:09,320
an improvement versus the 
current situation where you need

750
00:46:09,320 --> 00:46:12,440
to go through all those buffs 
and debuffs and so forth 

751
00:46:12,840 --> 00:46:16,440
yourself? 
I do think export import is a 

752
00:46:16,440 --> 00:46:19,840
good idea because I think that 
the cool down manager shouldn't 

753
00:46:19,840 --> 00:46:22,920
try and guess what is relevant 
for me. 

754
00:46:22,920 --> 00:46:26,920
If my class can put up a buff, 
it should be on the cordon 

755
00:46:26,920 --> 00:46:30,000
tracker. 
Right now it's not that right? 

756
00:46:30,000 --> 00:46:32,400
Like I can't. 
I don't have one for abundance 

757
00:46:32,400 --> 00:46:34,640
as resto druid even though it's 
my most key buff. 

758
00:46:35,080 --> 00:46:37,240
And so I think Blizzard should 
actually be hands off with that 

759
00:46:37,240 --> 00:46:39,440
stuff. 
Offer everything. 

760
00:46:39,880 --> 00:46:43,120
Let me pick what I want to see 
instead of guessing what I want 

761
00:46:43,120 --> 00:46:45,520
to want to see and maybe being 
wrong. 

762
00:46:45,960 --> 00:46:48,440
Because if if they are wrong I 
have nowhere to track it right. 

763
00:46:48,440 --> 00:46:52,720
I can't track it with a weaker 
anymore and so my only option is

764
00:46:53,080 --> 00:46:56,120
my massive list of buffs, which 
is currently the top right of my

765
00:46:56,120 --> 00:46:59,360
screen and can't really be 
centralized since that isn't 

766
00:46:59,360 --> 00:47:02,160
very customizable and includes a
bunch of stuff I don't want to 

767
00:47:02,160 --> 00:47:06,080
see like my raid buffs. 
And so I think they should just 

768
00:47:06,080 --> 00:47:08,320
offer everything. 
Let me pick what I want to see, 

769
00:47:08,760 --> 00:47:14,080
and if someone just wants to 
borrow my import, that's 100% 

770
00:47:14,080 --> 00:47:17,160
fine, They can still move it 
around, right? 

771
00:47:17,160 --> 00:47:20,520
Like, they're basically just 
looking to me for a list of 

772
00:47:20,520 --> 00:47:23,360
what's useful to track, which 
they're going to do it anyway. 

773
00:47:23,560 --> 00:47:26,640
Either they grab my import or 
they're going to ask in the 

774
00:47:26,640 --> 00:47:29,480
discord, hey, which of these do 
I need to see? 

775
00:47:30,720 --> 00:47:32,840
And so one just cuts out the 
middleman. 

776
00:47:36,440 --> 00:47:39,480
Fair enough, but how granular do
you think it should be? 

777
00:47:39,480 --> 00:47:44,360
Because there are times where I 
am changing things per fight. 

778
00:47:44,360 --> 00:47:48,720
I go from one raid boss to next 
and then I'm changing my 

779
00:47:48,720 --> 00:47:51,480
talents. 
I am I have a week or that's 

780
00:47:51,480 --> 00:47:55,320
tracking a very particular 
debuff or give me a reminder of 

781
00:47:55,320 --> 00:48:00,640
a particular event. 
If Blizzard has like let's say 

782
00:48:00,960 --> 00:48:05,960
you're in Midnight and there is 
a dominar that is throwing 

783
00:48:05,960 --> 00:48:10,400
curses on people, that's very 
important to track in the base 

784
00:48:10,400 --> 00:48:14,680
UI. 
Should I be able to highlight 

785
00:48:14,680 --> 00:48:19,080
that particular, that particular
thing separate from everything 

786
00:48:19,080 --> 00:48:26,440
else on my unit frames on the 
the of encountering encounter 

787
00:48:26,440 --> 00:48:29,880
warners, that sort of stuff? 
Or do you think that that is the

788
00:48:31,640 --> 00:48:35,280
mental thought process that 
should be left to players where 

789
00:48:35,280 --> 00:48:38,600
it's like, no, no, I need to 
recognize that and act 

790
00:48:38,600 --> 00:48:42,560
accordingly and the UI shouldn't
have additional help for me on 

791
00:48:42,560 --> 00:48:45,800
that? 
I think for the most part you 

792
00:48:45,800 --> 00:48:49,720
kind of have to offer it because
it's always been part of the 

793
00:48:49,720 --> 00:48:51,160
game. 
And if it's a curse, it does a 

794
00:48:51,160 --> 00:48:56,240
lot of damage, then your healer 
has to know about it anyway, 

795
00:48:56,240 --> 00:48:57,800
right? 
So it has to be communicated 

796
00:48:57,800 --> 00:48:59,640
somewhere. 
I'm not looking out into the 

797
00:48:59,640 --> 00:49:04,080
world to see which characters 
have like an angry purple mask 

798
00:49:04,080 --> 00:49:07,520
above their head, right? 
Like I need some way to see who 

799
00:49:07,520 --> 00:49:11,600
has that debuff, and if it can 
show on my frames, then it has 

800
00:49:11,600 --> 00:49:14,560
to be accessible to all other 
parts of the UI too or it just 

801
00:49:14,560 --> 00:49:16,920
doesn't make sense. 
Otherwise everyone would just 

802
00:49:16,920 --> 00:49:19,160
have to get their rate frames 
out so they could see that. 

803
00:49:19,840 --> 00:49:27,000
The purple mask debuff however, 
I think it's rough for them to 

804
00:49:27,000 --> 00:49:29,160
be adding and removing this 
stuff every tier. 

805
00:49:29,560 --> 00:49:32,200
So I think it should just work 
like add-ons where you can just 

806
00:49:32,200 --> 00:49:36,400
input the spell name or the 
spell ID and then track it and 

807
00:49:36,400 --> 00:49:38,160
then you can remove it when 
you're done with it. 

808
00:49:38,840 --> 00:49:45,600
Yes it's a step towards needing 
to mess with your UI more, but 

809
00:49:45,600 --> 00:49:48,520
also this stuff can just show by
default right? 

810
00:49:48,520 --> 00:49:52,760
So they're just giving you the 
opt in to not show stuff if 

811
00:49:52,760 --> 00:49:56,600
you're not interested in it. 
I'm going to make a suggestion 

812
00:49:56,600 --> 00:50:01,200
here fast dev of your listing. 
When people speak about spell 

813
00:50:01,200 --> 00:50:03,920
IDSI immediately think of third 
party sites. 

814
00:50:03,920 --> 00:50:07,400
Spell ID's are not something you
see in the game normally The way

815
00:50:07,400 --> 00:50:08,880
that I can. 
Only way I can think of 

816
00:50:08,880 --> 00:50:13,240
circumventing that is by when 
you are reading through stuff on

817
00:50:13,240 --> 00:50:17,760
the encounter journal, the 
dungeon journal, raid raid 

818
00:50:17,920 --> 00:50:23,120
journal, being able to click or 
right click on a on a buff and 

819
00:50:23,120 --> 00:50:27,240
then say track as important or 
something And that changes what 

820
00:50:27,240 --> 00:50:31,200
your UI, how your UI handles it.
I think that's the best way to 

821
00:50:31,200 --> 00:50:34,640
keep it in game because 
otherwise you're immediately 

822
00:50:34,640 --> 00:50:40,960
going to 3rd party sites. 
I think that when you talk about

823
00:50:41,080 --> 00:50:46,320
making the game more accessible 
to newer players and then we 

824
00:50:46,320 --> 00:50:49,240
talk about like this very 
fine-tuned level of 

825
00:50:49,240 --> 00:50:52,520
customizability, I think both 
can exist, right? 

826
00:50:52,520 --> 00:50:54,920
So long as the newer players 
don't feel like they have to do 

827
00:50:54,920 --> 00:50:57,680
it. 
Like filtering out debuffs is 

828
00:50:57,680 --> 00:51:00,680
probably not something I need 
until Mythic raid high keys 

829
00:51:01,080 --> 00:51:04,440
where it's expected that those 
players will be using every 

830
00:51:04,440 --> 00:51:06,280
resource available to them 
anyway. 

831
00:51:07,800 --> 00:51:10,240
But I agree that you don't want 
people to have to interest spell

832
00:51:10,240 --> 00:51:11,800
ID for something they need to 
see. 

833
00:51:12,560 --> 00:51:15,720
But I think if it shows it by 
default and you can just type in

834
00:51:15,720 --> 00:51:18,720
a spell ID or a name to opt out 
of it, that's fine. 

835
00:51:18,720 --> 00:51:21,720
But I also like your idea about 
like adding right click and then

836
00:51:21,760 --> 00:51:25,160
add to add to filter buttons and
stuff like that. 

837
00:51:25,760 --> 00:51:30,520
I think you just need to let 
users customize stuff beyond 

838
00:51:31,160 --> 00:51:35,040
templated lists or you're just 
never going to be able to offer 

839
00:51:35,040 --> 00:51:40,920
everything that players want. 
And maybe that's the idea, but I

840
00:51:40,920 --> 00:51:44,080
really think it's expected. 
And it's expected because it 

841
00:51:44,080 --> 00:51:46,840
ends up and improving your UI by
a lot. 

842
00:51:49,640 --> 00:51:54,560
That is the 90% conversation 
that's been happening is like 

843
00:51:54,680 --> 00:51:57,360
what is that 10% that could be 
missing? 

844
00:51:57,560 --> 00:52:00,240
And I guess I'll pose that to 
you as the last question. 

845
00:52:00,760 --> 00:52:03,960
What are things that are 
currently available to healers 

846
00:52:04,680 --> 00:52:09,360
that you feel could the game 
could live without both that it 

847
00:52:09,360 --> 00:52:13,480
the game does not explore that 
territory anymore and that we no

848
00:52:13,480 --> 00:52:15,200
longer have access to it as 
players? 

849
00:52:16,520 --> 00:52:19,960
So stuff that they're removing 
that I think would be a good 

850
00:52:19,960 --> 00:52:22,640
thing. 
Yeah, or things that you want 

851
00:52:22,640 --> 00:52:24,520
them to remove that you think 
would be a good thing. 

852
00:52:24,840 --> 00:52:27,240
I think the game in general 
definitely feels like it's just 

853
00:52:27,240 --> 00:52:29,440
clogged up with a bunch of 
different things right now. 

854
00:52:29,440 --> 00:52:32,600
Right? 
Like I, I play a raid boss, I've

855
00:52:32,600 --> 00:52:36,800
downloaded a, a raid pack 
because we're expected to have 

856
00:52:36,800 --> 00:52:39,320
it. 
It does, it does a lot of 

857
00:52:39,320 --> 00:52:44,920
essential things that I need it 
for and then it does 100 other 

858
00:52:44,920 --> 00:52:48,880
things that I don't need it for.
And players don't notice this 

859
00:52:48,880 --> 00:52:51,440
because they're really focused 
on their character in a fight. 

860
00:52:52,240 --> 00:52:55,720
But if you take a video or if 
you take a screenshot of 

861
00:52:55,720 --> 00:52:59,280
yourself mid fight and then look
at the information on your 

862
00:52:59,280 --> 00:53:03,880
screen, I bet you'll find that 
you're not even using 70% of it.

863
00:53:05,240 --> 00:53:08,040
And I think that's one of the 
big highlights of this change is

864
00:53:08,040 --> 00:53:10,160
most of that crap is getting 
cleared out. 

865
00:53:11,040 --> 00:53:14,440
Even these we core packs that a 
lot of people use and they love 

866
00:53:15,080 --> 00:53:19,160
and that's good. 
Most of those packs are often 

867
00:53:19,160 --> 00:53:21,680
not even designed by someone 
playing the spec right? 

868
00:53:22,720 --> 00:53:27,360
And it's like a mix of essential
information and stuff that's 

869
00:53:27,360 --> 00:53:29,880
just sitting there in the middle
of your screen that you never 

870
00:53:29,880 --> 00:53:34,080
have to look at or care about. 
And maybe people will do that 

871
00:53:34,080 --> 00:53:35,560
with the Blizzard version as 
well. 

872
00:53:36,920 --> 00:53:39,520
But I think cleaning all of this
stuff out and just giving you a 

873
00:53:40,920 --> 00:53:46,120
cleaner, simpler experience is 
good on its face. 

874
00:53:47,320 --> 00:53:50,840
Speaking of stuff that's 90% of 
the way there, by the way, most 

875
00:53:50,840 --> 00:53:53,840
healers use like a mouse over or
click casting for a lot of their

876
00:53:53,840 --> 00:53:56,800
heels. 
Blizzard has a version of this. 

877
00:53:57,520 --> 00:54:01,000
It's quite good, it's 90% of the
way there. 

878
00:54:01,320 --> 00:54:05,000
It's clearly missing 10 and I'd 
love if they added the 10. 

879
00:54:06,280 --> 00:54:09,520
What's the 10 there? 
So it doesn't work that well 

880
00:54:09,520 --> 00:54:13,560
with a lot of mouse buttons, 
whereas add-ons like click do. 

881
00:54:15,120 --> 00:54:17,400
And also a lot of people use 
something called a help harm 

882
00:54:17,400 --> 00:54:19,400
macro. 
Or if they're massing over a 

883
00:54:19,400 --> 00:54:22,600
frame that might heal them. 
If they're not massing over a 

884
00:54:22,600 --> 00:54:25,240
frame it might cast your DPS 
button on the enemy. 

885
00:54:25,960 --> 00:54:28,760
You can't really do that well 
with the inbuilt mouse overs 

886
00:54:30,040 --> 00:54:32,560
because it'll just it's 
basically just one button, one 

887
00:54:32,560 --> 00:54:34,960
spell. 
And so I'd love for that kind of

888
00:54:34,960 --> 00:54:36,720
functionality as well. 
Because when I was sitting up in

889
00:54:36,720 --> 00:54:43,200
alpha I didn't want to make mess
over macros since they are slow 

890
00:54:43,200 --> 00:54:46,680
to sit up, but I really didn't 
want to lose my help palm so I 

891
00:54:46,680 --> 00:54:48,200
ended up making the macros 
anyway. 

892
00:54:49,560 --> 00:54:55,520
The pruning or the consolidation
of abilities will allow you to 

893
00:54:56,040 --> 00:55:01,880
be able to comfortably do either
or even if you don't have help 

894
00:55:01,880 --> 00:55:05,120
harm, but I do. 
I did really enjoy Help Harm, 

895
00:55:05,360 --> 00:55:06,560
but it. 
Definitely helps. 

896
00:55:06,640 --> 00:55:10,120
It definitely helps us having 
less buttons, but also it's 

897
00:55:10,120 --> 00:55:11,760
about the quality of buttons, 
right? 

898
00:55:11,760 --> 00:55:14,360
Like you've got some key binds 
that are much better than 

899
00:55:14,360 --> 00:55:17,040
others. 
And so sure, it's true. 

900
00:55:17,440 --> 00:55:21,840
My shift 5 button might be free 
now, but I really like having my

901
00:55:21,840 --> 00:55:25,520
best DPS spell and my best 
healing spell on the same button

902
00:55:25,840 --> 00:55:30,560
because it's a really good key 
bind and also they're not taking

903
00:55:30,560 --> 00:55:33,200
help harm away right? 
Like as far as we know, and I 

904
00:55:33,200 --> 00:55:35,560
know everything is in flux. 
As far as we know we can keep 

905
00:55:35,560 --> 00:55:40,080
macros and honestly even add-ons
like click might still work 

906
00:55:40,080 --> 00:55:42,960
perfectly fine since I believe 
under the hood they are just 

907
00:55:42,960 --> 00:55:48,160
fancy macros. 
But it would be -1 add on for me

908
00:55:48,160 --> 00:55:50,320
if I could do it using 
Blizzard's version instead. 

909
00:55:51,040 --> 00:55:55,880
Yeah, I believe click voodoo. 
Maybe not voodoo, Voodoo has 

910
00:55:55,880 --> 00:55:58,760
some extra things, but 
definitely click doesn't use 

911
00:55:58,760 --> 00:56:05,800
chat and doesn't and doesn't do 
read things in combat that isn't

912
00:56:05,800 --> 00:56:08,720
just like your normal UI. 
Yeah, so I think it should be 

913
00:56:08,720 --> 00:56:11,520
safe. 
And of course how far macros are

914
00:56:11,520 --> 00:56:15,840
easy to to set up. 
So even if they were slightly 

915
00:56:15,920 --> 00:56:21,080
adjusted to work in the new 
setup, they seem like not what 

916
00:56:21,080 --> 00:56:25,320
Blizzard is targeting. 
Yeah, they seem safe, but also 

917
00:56:25,320 --> 00:56:28,840
it's just like writing the 
macros is slow, right? 

918
00:56:29,280 --> 00:56:31,440
I, I don't download click 
because it has unique 

919
00:56:31,440 --> 00:56:33,480
functionality, although it has 
some of that too with the 

920
00:56:33,480 --> 00:56:37,560
ability to bind to mouse 
buttons, which in game doesn't 

921
00:56:37,560 --> 00:56:40,960
do very well. 
But I mostly download click just

922
00:56:40,960 --> 00:56:43,160
to make the setup experience 
easier. 

923
00:56:43,720 --> 00:56:46,240
And so I don't see why that 
isn't something that the game 

924
00:56:46,240 --> 00:56:48,640
itself could offer baseline, 
since it seems right up the 

925
00:56:48,640 --> 00:56:52,800
alley right now. 
Is there any final things that 

926
00:56:52,800 --> 00:56:55,040
you would like to say before we 
wrap this up? 

927
00:56:57,320 --> 00:57:01,080
I think the healing through 
midnight alpha is going to be 

928
00:57:01,080 --> 00:57:03,440
this like rapidly evolving 
experience. 

929
00:57:04,640 --> 00:57:08,080
I don't think anyone has a good 
idea of how it'll look in the 

930
00:57:08,080 --> 00:57:12,120
end yet. 
And so if your class is missing 

931
00:57:12,120 --> 00:57:18,360
a key ability or you're worried 
about its play style, then I 

932
00:57:18,360 --> 00:57:21,720
would say strap in, write 
feedback posts, let them know 

933
00:57:21,720 --> 00:57:24,720
what you think, and we'll just 
see how it all looks over the 

934
00:57:24,720 --> 00:57:27,920
next few weeks as they give us 
some real content and as they 

935
00:57:27,920 --> 00:57:29,600
roll out the rest of the class 
changes. 

936
00:57:29,600 --> 00:57:33,320
Like I, I think no one assumes 
that this is the end state. 

937
00:57:33,360 --> 00:57:35,920
I think we still have a lot of 
stuff to come. 

938
00:57:36,840 --> 00:57:40,360
Yeah, there are many classes 
that do not have their Apex 

939
00:57:40,360 --> 00:57:46,240
talents, that have a lot of not 
yet implemented talent points in

940
00:57:46,240 --> 00:57:53,000
their spec class or hero trees. 
So we are still looking at many 

941
00:57:53,000 --> 00:57:55,720
specs still needing to reach 
their completion. 

942
00:57:56,560 --> 00:58:01,040
At this point we've only got to 
83, so even with what is there, 

943
00:58:01,040 --> 00:58:03,280
we don't have full access to 
everything yet. 

944
00:58:03,920 --> 00:58:08,320
And you know, Wow is all about 
the end game, so there's still a

945
00:58:08,320 --> 00:58:11,880
lot to come. 
This was an amazing talk. 

946
00:58:12,160 --> 00:58:14,800
I would love to have you back, 
maybe when we get closer to 

947
00:58:14,800 --> 00:58:17,760
release and we can see how 
things evolved over the course 

948
00:58:17,840 --> 00:58:22,040
of the alpha and beta. 
But thank you so much for coming

949
00:58:22,040 --> 00:58:24,440
up today. 
Where can people find you if 

950
00:58:24,440 --> 00:58:25,960
they want to hear more of your 
thoughts? 

951
00:58:26,600 --> 00:58:28,600
Yeah, I'm keen to catch up again
closer to midnight. 

952
00:58:28,600 --> 00:58:31,600
We can discuss all of the healer
frame changes that made between 

953
00:58:31,600 --> 00:58:35,160
now and then. 
If you're looking for me, you 

954
00:58:35,160 --> 00:58:37,360
can find me in most class 
discords. 

955
00:58:37,360 --> 00:58:42,040
I also have a X account that I 
very rarely use, but you can 

956
00:58:42,040 --> 00:58:46,160
find me on there and we'll also 
put a link to the question the 

957
00:58:46,160 --> 00:58:51,720
Epic Discord where I'm a lot 
more active in the in the 

958
00:58:51,720 --> 00:58:56,920
description. 
Well, thank you again and until 

959
00:58:56,920 --> 00:58:59,120
next time guys, may all your 
hits be good.

