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05/13/07, 5:10 PM
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#251
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Von Kaiser
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Originally Posted by crimsonsentinel
The thing about healers, is that they don't have to spam cast. Spell haste is perfectly balanced for dps true, but for healers it dramatically changes gameplay. If haste is stackable to the point where long heals take 1.5 seconds to cast, a lot of encounters that are heal intensive are suddenly much easier. Spell haste not only allows them to heal faster, it gives healers more time to regen and hence they will wind up with more mana not less (since the total amount of healing required is a set amount, determined by the boss dps).
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you're forgetting that the 5 second rule doesn't start until the spell finishes casting. as such the actual cast time of the spell shouldn't have an appreciable effect on the amount of time you spend regenerating mana.
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05/13/07, 9:48 PM
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#252
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Such a Cassandra
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I think the idea is that if we could do greater heals/healing waves/healing touches in 1.5 second, we could probably heal reactively. With longer heals, we have to cast proactively and often let a heal go through rather than cancelling because if you cancel and the tank is hit immediately, it's 3 seconds until your next heal lands (or you don't cancel because the tank is at 60%, and a milisecond before you heal heats, someone else's heal hits and yours becomes wasted etc etc).
If we were in a position where we could afford to wait for the tank health to drop before casting heals, we would definitely get more regen time, although the amount of mana regen you could get on gear to substitute for that much haste rating would probably be more. And I wouldn't think it would let you "replace a healer", since on 90% of fights it's total healer mana and regen that's an issue, not healer throughput. Only a handful fights that I can think of which relied on healer throughput more than healer efficiency.
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05/13/07, 10:17 PM
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#253
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Don Flamenco
Draenei Shaman
Tichondrius
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It's ultimately irrelevant, if Blizzard chooses to make haste available to healers then future encounters will be based around the assumption that your healers have haste and thus greatly increased throughput... it's not so overpowered that it can't be balanced around, however fears that it becomes necessary may be well-founded, but meh. I think haste would be great, because even if you just downranked to the point where you had equal HPS as a non-hasted healer, you'd be landing those casts more frequently and spike damage would become less dangerous (and perhaps allowing Blizzard to create yet more ridiculous spike damage :P).
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05/14/07, 6:45 AM
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#254
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Von Kaiser
Egel
Human Paladin
No WoW Account (EU)
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Does anyone know how much spell haste rating you need for a 1% speed-up on ptr now? "The amount of spell haste rating needed per percentage of haste has been increased substantially."
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05/14/07, 11:17 AM
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#255
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King Hippo
Gnome Warlock
Spinebreaker
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The figure I keep hearing is 25 rating per 1% haste.
Last edited by Darkmantle : 05/14/07 at 11:27 AM.
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05/14/07, 12:27 PM
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#256
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Piston Honda
Blood Elf Paladin
Blackhand
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Originally Posted by mek
It's ultimately irrelevant, if Blizzard chooses to make haste available to healers then future encounters will be based around the assumption that your healers have haste and thus greatly increased throughput... it's not so overpowered that it can't be balanced around, however fears that it becomes necessary may be well-founded, but meh. I think haste would be great, because even if you just downranked to the point where you had equal HPS as a non-hasted healer, you'd be landing those casts more frequently and spike damage would become less dangerous (and perhaps allowing Blizzard to create yet more ridiculous spike damage :P).
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If they were smart, however, they'd make spell haste reduce the damage/healing and spellcost of all spells on the player by the % of haste. At 100% haste (twice as fast) you'd be casting spells that heal/damage half as much.
In other words, I could skip my spell haste gear and land gheals in 2.5 seconds for 6k health.
Or I can wear my spell haste gear and land gheals in 1.25 seconds for 3k heals.
Same net healing, same mana cost, same efficiency but with the added effect of getting the cast off longer. The only difference is that you're using more GCDs but not all of the healers need to be in spell haste.
Don't have a paladin for spammed flash of lights? Gear out one of your priests in 150% spellhaste for 1 second 2k gheals.
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05/14/07, 12:40 PM
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#257
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Piston Honda
Blood Elf Paladin
Al'Akir (EU)
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hm. If they follow that train of thought, the desirability of the entire haste stat would become questionable. Because a 6k incoming heal that may be cancelled is still vastly stronger than 2 3k heals that take 2 casts, imo.
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05/14/07, 7:43 PM
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#258
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King Hippo
Gnome Warlock
Spinebreaker
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Originally Posted by Solipse
If they were smart, however, they'd make spell haste reduce the damage/healing and spellcost of all spells on the player by the % of haste. At 100% haste (twice as fast) you'd be casting spells that heal/damage half as much.
In other words, I could skip my spell haste gear and land gheals in 2.5 seconds for 6k health.
Or I can wear my spell haste gear and land gheals in 1.25 seconds for 3k heals.
Same net healing, same mana cost, same efficiency but with the added effect of getting the cast off longer. The only difference is that you're using more GCDs but not all of the healers need to be in spell haste.
Don't have a paladin for spammed flash of lights? Gear out one of your priests in 150% spellhaste for 1 second 2k gheals.
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This is pretty much the worst Idea I've heard. You spend major itemisation points on a stat that does not increase your HPS, it does not increase your longevity and it makes your flash heal/LSW/flash of light worse HPS. All it does is increase the granulation of the heals which is what faster heals are for anyway. You can have 2 healers cast 3 second heals 1.5 seconds out of phase and you still have possible healing every 1.5 seconds and they will be bigger heals and the healers can last for longer.
Not to mention the stat would be totally and utterly useless for DPS classes.
As a affliction warlock my primary problem with spell haste is it is rated according to how effective it is for mages, so for the dot heavy classes its basically a laughable stat. Unless they change it to be like bloodlust and decrease GCD, such a sweet dream >_<
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05/15/07, 12:59 PM
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#259
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Piston Honda
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Making spell haste work like that would also be bad for healers in a way, as it would result in more time spent in the 5 second rule. Currently you can regen a lot if you cancel greater heals when they are not needed, but that would be harder to do, and less worth doing, if your heals were all smaller and faster.
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05/15/07, 1:41 PM
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#260
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Piston Honda
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Originally Posted by Stormheart
The main issue I see with spell haste/Haste for non-healers is that most damage classes are already running up on the aggro ceiling.
It is possible that the revenge change of damage may have some minor impact(have not tested so am only theorizing) when it crits, and the shield slam bonus on t6 is a nice threat booster, but the fact remains that as long as devastate is barely better than sunder armor for threat, warriors are limited by the GCD and all the spell haste in the world isnt going to change the amount of damage casters can do in a given fight.
For healers, this is awesome, because the longer heals become even better since they are larger and take less time now. It will allow more variety in selecting what to cast, and shorten the time between big hits and hp recovery.
If they do increase tank aggro gen though, then yes, this ability could get broken, but at this point I don't really feel like it has any real potential to be broken, as most fights do rely on aggro control.
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Calling shenanigans. If DPS is threat-limited, why give us damage upgrades at all?
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05/15/07, 2:00 PM
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#261
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Great Tiger
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We are indeed threat constrained situationally but it certainly is not a fixed ceiling on most fights. In fact, with BoS up, at range, using invis intelligently and casting fire and/or arcane, a tank can reasonably hold a target off me indefinitely even at multiples of my present output.
I certainly would agree that threat constrains us on many, many fights and in many situations. I'd point out specifically that it is a pain to rely on BoS so much when we so often do not have access to it and how 'burst' damage often needs to be left on the table due to the problems in reliable 'burst' tanking threat. Still though, it terms of sustained raid-level dps there is a lot of wiggle room left. At this point only shadow priests using full dps + VE cycles in an AE damage environment are really hitting caps, although they are shooting past them in a hurry of course.
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05/15/07, 2:04 PM
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#262
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Von Kaiser
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Originally Posted by Solipse
If they were smart, however, they'd make spell haste reduce the damage/healing and spellcost of all spells on the player by the % of haste. At 100% haste (twice as fast) you'd be casting spells that heal/damage half as much.
In other words, I could skip my spell haste gear and land gheals in 2.5 seconds for 6k health.
Or I can wear my spell haste gear and land gheals in 1.25 seconds for 3k heals.
Same net healing, same mana cost, same efficiency but with the added effect of getting the cast off longer. The only difference is that you're using more GCDs but not all of the healers need to be in spell haste.
Don't have a paladin for spammed flash of lights? Gear out one of your priests in 150% spellhaste for 1 second 2k gheals.
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Where are you getting these numbers? From what I've seen on mmochampion, you give up mp5s for +spell haste on healing gear.
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05/15/07, 8:17 PM
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#263
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Banned
Tauren Druid
Spinebreaker
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For those that don't frequent the official site, there is now a 2.1 Black Temple preview page up here. Be sure to watch the video - its less of a trailer and more of a cutscene detailing the Black Temple's history from Akama's perspective. Awesome.
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05/15/07, 8:25 PM
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#264
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Thoroughly Inebriated
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Originally Posted by Evalara
Calling shenanigans. If DPS is threat-limited, why give us damage upgrades at all?
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So that you can force more total DPS out of the raid(e.g. adds, complications that prevent DPS from being in the entire time).
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05/15/07, 8:28 PM
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#265
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Bald Bull
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Even as a high-threat Enhance or Elemental spec I have no problem cutting loose on raid mobs all the time, provided I don't do something stupid like attack the mob immediately on the pull.
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05/15/07, 8:39 PM
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#266
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Don Flamenco
Blood Elf Hunter
Kil'Jaeden
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"True" DPS classes all have have aggro wipes anyway. Its only the hybrids that end up capped if at all.
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05/15/07, 8:56 PM
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#267
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Protector
Ashstorm
Human Paladin
No WoW Account
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Originally Posted by Grub
Be sure to watch the video - its less of a trailer and more of a cutscene detailing the Black Temple's history from Akama's perspective. Awesome.
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Blizzard may have issues with design and communication, but they never have had a problem making cut scenes. This was well done.
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05/15/07, 11:26 PM
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#269
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Piston Honda
None
Blood Elf Druid
No WoW Account (EU)
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Originally Posted by Grub
For those that don't frequent the official site, there is now a 2.1 Black Temple preview page up here. Be sure to watch the video - its less of a trailer and more of a cutscene detailing the Black Temple's history from Akama's perspective. Awesome.
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That is amazing, and you can see the story continueing with Akama in the Black Temple, great stuff.
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05/16/07, 1:38 AM
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#270
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Von Kaiser
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Originally Posted by Grogzor
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Enough of that, check out that offhand! 42 Damage, 24 Spellhit and decent stats on top? Nice to finally see an offhand that actually feels like a big upgrade.
And that ring makes me happy in the pants.
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