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06/19/06, 2:45 AM
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#1
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Oh Sh-
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(2) Your rejuvination ticks have a chance to restore 60 mana, 8 energy or 2 rage to a target
(6) Your Regrowth and subsequent ticks add 50 to your target, stacking up to 7 times (total 350 extra hp).
Swiftmend - consume a rejuv or regrowth for the full* amount of the hot.
*not really full
<incoming speculation and discussion>
Disclaimer: A lot of what I write could be fanciful dreamy stuff and these bonuses end up being no where near as useful.
In 1.11, Blizzard has launched a subtle way of changing the meta game's role for druids from being a utility hybrid with great healing power, to what can only be described as a Healbuffer. A snappier name would be the Huffer. Any ways, it seems that they want us to primarily use our HoT's effectively, and will reward you handsomely for doing such. Short duration buffs added on to our HoT's could be a raid strategy changing development. Add in swiftmend, and the specialization becomes complete - we retain our abiltiy to proficiently heal while concentrating on keep our HoT's rolling.
When the news of the new sets broke and we were told of the set bonuses, these two fascinated me. This seems to me to be quite a fascinating little design direction. Druid as quasi heal-buffer? These set bonuses quite obviously show the designer's intent to have our HoT's be our mainstay heals. I could see this completely changing the face of raiding in some ways depending on the effectiveness of these abilities. The rejuvination one in particular is quite intriguiging. I would be quite curious to see what it's proc rate is, and its functionality. Would this proc only work when there is healing that needs to be done? If so, I can almost envision rogues intentionally getting hurt to take advantage of the increased energy regeneration. Same with other classes to take advantage of it. Does this seem like a significant boost to any one that plays these classes? I wonder if it would truly be a significant dps booster to a rogue. Perhaps someone more roguey could comment on the potential this could have for your class.
Also would the proc work with lower levels of the spell? If so, one could potentially get mana back by throwing on a low rank rejuv, while gaining a lil healing. A druids job with this gear could quite literally be to keep rejuv rolling on the entire raid, depending on the effectiveness of this proc, buffing virtually every class in a small way, but at a macro level would be a significant change to the raid's effectiveness. If works with lower level rejuvs at an identical function, it could mean a net gain in the macro system of damage vs mana, effectively converting damage into mana while healing at the same time. One has to wonder if such an abililty could make a raid self-sustaining, forever. The possibilties seem endless with the potential opened up in these two skills.
I also wonder about the 6 piece bonus, as it would be a straight up 35 sta buff to whoever gets regrowthed. How long would the buff last on the target? 30 seconds? 10 ? Could you keep it up indefinately with a lower rank? If so, would you want to on a few key members of the raid, as an added boost in tough fights? Where every little bit helps, this could be the gift that keeps on giving. Having healed many fights where tanks dip down to 10's of health, 350 is no small amount.
These kind of set bonuses seem to make the HoT's transcend their healing roles to the point where they become buffs that also heal. The druids role in the raid would dramatically change, from a low rank, high efficiency healing touch spammer, to a HoT class that endeavors to keep these heals rolling on all the important people in the raid, to make them substantially stronger. I am interested to hear how ya'll interpret these bonuses and swiftmend. Am I engaging in feats of fancy that are just a little too hard to swallow, or does this seem like a realistic view of where the design is bringing the druid class?
I suppose most of my fascination with this stems from the fact that such things would make the druid truly unique in the raiding environment, and would make their contribution as more then just a healer with a mana battery ability. Part of it is my excitement at potentially having to play a different style to be fully effective - its things like this that keep me coming back to this game. I had my feral phase, and really was caught up in the midst of the pioneering tanking days. I was one of the few in the beginning that proved its legitimate viability -inspired of course by Hugehoss and others. Blizzard truly does seem to love the druid, albeit in a confused, doting father kind of way, where he buys all kinds of gifts for his kid, but its never an obvious present thats all shiny - although innervate standard issue comes quite close to that!
I would excitedly look forward to the changes that such gear could bring to how i fundamentally serve my role in the raid. Swiftmend really cements my theory that this is the kind of way in which the druid is going, and it really excites me.
edit: stupid me hit enter when it was selecting post, and didnt finish :( hope i can get it all in before the edit time closes :(
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Originally Posted by Apate
Zyla, International Man of a Certain Standard.
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Originally Posted by Wraithlin
What have you brought to this discussion? The usual vacuous and contentless tripe that you contribute to these forums - no more and no less.
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06/19/06, 2:50 AM
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#2
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Soda Popinski
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I doubt the rejuv bonus goes off that much considering it's just the 2 piece bonus. I certainly hope so though.
I don't think it'll be a drastic change regardless, but druids will be more active in keeping hots on people
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06/19/06, 2:54 AM
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#3
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Oh Sh-
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you're probably right, its probably not going to be as good as it could be, knowing how blizzard likes to take baby steps with this sort of thing. It does seem really neat to think about tho, and it would really differentiate us from other healing classes in a very significant way - druids would become wanted for these buffs to completely "flesh out " the raid
Heres to hoping..
Maybe someone can dig out the set bonus functions via thott or something...might give some insight into them
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Originally Posted by Apate
Zyla, International Man of a Certain Standard.
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Originally Posted by Wraithlin
What have you brought to this discussion? The usual vacuous and contentless tripe that you contribute to these forums - no more and no less.
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06/19/06, 3:27 AM
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#4
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Bald Bull
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When the sets were first released, I did some math on the "maintain Rejuv on a bunch of rogues" idea, and it was about 400 dps, maintainable for a few minutes -- assuming a 100% proc rate. Because you can't have 8/8 SR, the global cooldown means you can only maintain it on 8 people (or 7 and a slot for a swiftmend). 8 rogues * 8 energy / 3 seconds * 1400 damage / 60 energy (dagger rogues with 1400 average BS) = 497 rogue * damage / second. With 20% armor (random guess, as I have no idea what it actually is), 398 dps.
With rank 4 Rejuv and +1000 healing, you'd be healing 653 hp/s at a mana cost of 70 mana/second. Given 300 spirit, 75 mp5, 7000 mana, 3/8 stormrage and reflection, you'd go OOM after 161 seconds, not counting innervate or mana pots. Innervate would give you 3619 extra mana (the 100% regen cap in 1.11 hurts it a lot), allowing for 244 seconds of casting. If one of the Rejuvs is on you, you lose a bit of dps but can sustain it for 458 seconds without pots.
Of course, it won't have a 100% proc rate. so this is about as useless of theorycraft as you can get.
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06/19/06, 4:11 AM
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#5
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Von Kaiser
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Priests are nice.
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06/19/06, 12:02 PM
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#6
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Piston Honda
Night Elf Druid
Hellscream
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Regrowth
Rejuv
Doesn't seem like much you can figure out just from looking at that, unless "Apply Aura: Override Class Scripts" actually means something to someone smarter than I :p
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06/19/06, 12:20 PM
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#7
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This ain't no place for a hero
Mulack
Orc Warrior
No WoW Account
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I wonder how this will work with threat generation. Usually if something like "you gain 1 rage" appears in the combat log (via bloodrage, shieldblock, etc.), that generates threat. The same thing happens with certain types of mana gain (lifetap, ndb, etc.)
This could cause rogues/casters to generate much more threat than you'd like - similar to how the ZG priest enchant used to work with the mana/5.
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06/19/06, 12:24 PM
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#8
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Protector
Ashstorm
Human Paladin
No WoW Account
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I seriously doubt the proc is of rejuv is 100%, so it is not going to change healing much.
It seems more like interesting sideshow ability, rather than a new healing style.
Putting it on tanks will be a good idea.
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Millions of words are written annually purporting to tell how to beat the races, whereas the best possible advice on the subject is found in the three monosyllables: 'Do not try.'
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06/19/06, 12:43 PM
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#9
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Von Kaiser
Tauren Druid
Trollbane (EU)
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searched the forums up and down but cant find the freaking post. i quite vividly remember someone (from DnT ?) posting about the set bonus, that its basically a 20% chance on each tick or so, and that it can proc off of any rank, meaning it procs nearly on every rejuv cast.
other than that i cant really see my playstyle changing much due to the set bonus, and i will just keep it as "bonus". regrowth overall is usually too costly in terms of mana (unless it also procs off the lowest rank as well) to be able to keep it up on and i cant really see myself chaincasting r1 rejuv on the rogues to up our dps. i might as well go in and autoattack with my staff while regenning.
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06/19/06, 12:54 PM
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#10
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Thoroughly Inebriated
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As a rogue, I'm going to be creating a macro begging for rejuv whenever I don't have it as soon as some of our druids get that set. Energy-starvation is one of the biggest limiting factors on rogue DPS, and anything, no matter how small, that mitigates that problem is incredibly valuable.
And yes, I do chew on tea. :(
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06/19/06, 1:00 PM
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#11
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Piston Honda
Night Elf Druid
Hellscream
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Regrowth bonus doesn't honestly seem that useful to me, more of a fluff "oh neat" thing at this point. Considering that each tick increases their health by "up to" 50, it's likely that only Rank 9 will actually add 50 on each tick. Rank 9 will run you 880 mana (untalented) every cast, so it's not really a buff that you can keep up on the tank, unless it's a quick fight where mana isn't an issue. Considering that it's a 6 piece set bonus I'm hoping it's better and I'm just overlooking something, but what?
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06/19/06, 1:58 PM
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#12
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Oh Sh-
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Originally Posted by Zalera
Regrowth bonus doesn't honestly seem that useful to me, more of a fluff "oh neat" thing at this point. Considering that each tick increases their health by "up to" 50, it's likely that only Rank 9 will actually add 50 on each tick. Rank 9 will run you 880 mana (untalented) every cast, so it's not really a buff that you can keep up on the tank, unless it's a quick fight where mana isn't an issue. Considering that it's a 6 piece set bonus I'm hoping it's better and I'm just overlooking something, but what?
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As a 6, and considering the confirmation of the any rank on the rejuv one, its probably safe to assume it works with rank 1.
Wodin's comments is kinda what im looking for. I'm sure that most druids will look at this and go meh and keep doing what they are doing, but it seems that there is incredible potential for a druid to be almost basically dedicated to keeping these rolling on rogues and the regrowth on tanks. Spamming lower ranks could be interesting for two reasons: rank 1 to force a proc, ala blackout for shadow priests, and the reality of having to keep classes topped off against burst damage. The lower rank would actually tick more often then the higher rank, as the deficit needed would be much lower.
There does remain one additional question. When a target is at full health, HoT's do nothing. They dont over heal or even tick. Do these abilties work if there is no "healing" tick, ie if this abililty overrides the tick mechanic (which the cryptic spell description datamine could possibly suggest). If it does not, then interesting things could occur, such as rogues using demonic runes to purposely hurt themselves so they can get the benefits of the rejuv ticks.
Rank 1 rejuvination costs 25 mana untalented. With moonglow this obviously drops slightly to somewhere ~22. ticks 4 times.
Rank 1 regrowth costs 120 mana untalented, and ticks 7 times in addition to the direct heal.
Assuming a 20% proc rate on the rejuv ability, you would gain 35 mana pretty much every time you rejuv'd yourself. Small perhaps, but say you get lucky and have all 4 ticks proc...thats 215 mana given back to you. Add that up over a long fight, and it could turn out to be a lot of mana, for nothing more then a little more micro.
Any druid worth his/her salt can easily outregen the costs of these abilties, making them essentially free, and possibly even netting a positive gain.
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Originally Posted by Apate
Zyla, International Man of a Certain Standard.
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Originally Posted by Wraithlin
What have you brought to this discussion? The usual vacuous and contentless tripe that you contribute to these forums - no more and no less.
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06/19/06, 2:17 PM
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#13
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This ain't no place for a hero
Mulack
Orc Warrior
No WoW Account
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There does remain one additional question. When a target is at full health, HoT's do nothing. They dont over heal or even tick. Do these abilties work if there is no "healing" tick, ie if this abililty overrides the tick mechanic (which the cryptic spell description datamine could possibly suggest). If it does not, then interesting things could occur, such as rogues using demonic runes to purposely hurt themselves so they can get the benefits of the rejuv ticks.
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Rogues are usually taking enough environmental damage that you probably don't have to worry too much about hurting yourself in order to get healing tics. What's nice is that it may cut down on how many tubers a rogue needs to farm a week...
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06/19/06, 3:00 PM
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#14
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Just an excitable boy
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Originally Posted by Wodin
And yes, I do chew on tea. :(
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Wodin I think I've found your problem you're supposed to drink the tea
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06/19/06, 3:30 PM
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#15
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Piston Honda
Night Elf Druid
Hellscream
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Originally Posted by Zyla
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Originally Posted by Zalera
Regrowth bonus doesn't honestly seem that useful to me, more of a fluff "oh neat" thing at this point. Considering that each tick increases their health by "up to" 50, it's likely that only Rank 9 will actually add 50 on each tick. Rank 9 will run you 880 mana (untalented) every cast, so it's not really a buff that you can keep up on the tank, unless it's a quick fight where mana isn't an issue. Considering that it's a 6 piece set bonus I'm hoping it's better and I'm just overlooking something, but what?
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As a 6, and considering the confirmation of the any rank on the rejuv one, its probably safe to assume it works with rank 1.
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There's a difference in the wording though, which is why I doubt it.
Rejuv: "Your Rejuvenation ticks have a chance to restore 60 mana, 8 energy, or 2 rage to your target." Pretty clear what it does, any Rejuvenation tick has a chance to restore a flat number of mana/energy/rage.
Regrowth: "Your initial cast and Regrowth ticks will increase the maximum health of your target by up to 50, stacking up to 7 times." Up to 50, which I'd think would indicate that lower ranks do indeed do less; if they didn't, they probably wouldn't word it like that.
To give another example of the "up to" text, look at Idol of Longevity: "Regain up to 25 mana each time you cast healing touch." I can't find the exact numbers on this because the official forums search engine sucks, but I believe that Rank 4 HT returned you 8 mana with this idol.
So, given the past example, I think it'd be a decent assumption that Rank 1 Regrowth wouldn't work as effectively as Rank 9, but I guess we'll see.
As far as whether or not Rejuvenation would restore energy when you're not missing health, I'd say that I doubt it, because it doesn't really tick if you're not missing health - if it did, you'd think those ticks would count towards your overheal, and they don't.
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06/19/06, 6:20 PM
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#16
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King Hippo
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Originally Posted by Fellwraith
What's nice is that it may cut down on how many tubers a rogue needs to farm a week...
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People still farm tubers? :3
Anyways: 8 energy per tick is hot. Rejuv me!
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"You tell her she's a bitch!!"
"I can't, she's dead"
"Then you tell her she's a goddamn whore!"
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