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10/27/06, 5:35 AM
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#376
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Ginakursia
Goblin Warlock
No WoW Account (EU)
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Personally I prefer using a slightly lower rank than Heal 3 to allow me the option of using some other heals as well if needed or even throw PW:S. Even on the MT the damage can at times spike horribly, so it's nice to have the mana to use PW:S or a Flash Heal.
I'll add that my Heal rank 1 hits for about 1300 and rank 2 for about 1500 with Amplify however, so that probably influences my opinion somewhat.
I'm also known for pulling silly tricks like momentarily switching to a different tank to throw a quick heal at him though, so I'm most likely not entirely sane in regards to approaching the fight.
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10/27/06, 6:47 AM
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#377
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Von Kaiser
Dwarf Priest
Argent Dawn (EU)
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We use 3 paladins an a druid on the MT. He takes less spike damage, and paladins can go on much longer. Keep in mind we have a TF proc, so 4 healers is sufficient.
All the priest are spread out on the remaining 3 OT. Mostly Flashheal spamming rank 4 or 5. Yes it works, and feels like molten core :P
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Gryn: http://ctprofiles.net/194916
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10/27/06, 10:52 AM
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#378
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Piston Honda
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For MT healing some things you could try for a common 1 priest, 2 druid, 1 shaman horde setup
Priest - If your horde (no pally FoL)spam endlessly rank 1/2 flash heal. With amp magic my R1 heals for ~850 avg. Don't just stupidly spam the button and /afk, be prepared to shield and keep renew up.
Shaman - chain heal rank1 with a F*** ton of +heal as gurg has mentioned in this thread or healing wave.
Druis x2 - Casting large 2-3k heals to assist with the small heals.
Every single PW kill we've had has had a different MT healing arrangement so its very flexible. We've had 4 druids on him(wasn't fun for them but it worked), 2 druids/ 1 priest/ 1 shaman, 3 druids/1 shaman, well alot of different combinations.
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10/27/06, 2:25 PM
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#379
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Von Kaiser
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Thanks for all the suggestions and discussion in this thread. We killed patchwerk last night using a 4/7/3/2 healing strategy. In total it took us 4 hours of attempts on him over 2 nights and only 2 attempts with dps on him. We ended up killing him after he double enraged at 4%, but none of our dps classes used consumables because we weren't 100% sure our healing strat was working. We had a shakey start to the attempt where we killed him, but healers ranked up 1 heal on our first OT and he ended up taking 80% of the hateful strikes. 4 healers seemed pretty tight on the MT because he went down to 59 hp at one point, but the overheal on him was next to nothing. Overheal on OT1 was fairly high, but what can you expect with 7 minutes worth of heal spam hehe.
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10/27/06, 2:43 PM
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#380
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Great Tiger
Lorentz
Troll Shaman
No WoW Account
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Deleted, misread
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11/08/06, 9:16 PM
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#381
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Piston Honda
Night Elf Druid
Stormrage
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Theorycrafting here - my guild alliance typically roll with 6 druids. In 2.0, their HoTs will become stacking, meaning we could stick 6 rejuvenates on each tank. How much healing is that?
Rejuvenate 11: 888 health/12 secs, cost 360 mana
+600 healing means it heals for 1488
This breaks down to a mana efficiency of 4.13 health/mana, and healing of 124 health/second. 6 druids all running rejuvs on each of the four tanks could put 744 hps apiece.
Add 5 priests all casting Renew:
Renew 10: 970 health/15 sec, cost 410 mana
+600 healing means it heals for 1570
This breaks down to a mana efficiency of 3.89 health/mana, and 104.67 health/second. Thus, 5 priests all running HoTs would add 523.35 hps to each tank.
Total: 1267.35 heal/second on each tank, or 3802 over all three HS tanks. Adds up to 4562.460 healed in 1.2 seconds. We probably need another 1500 or so healing to close the gap - but we've only committed 11 healers here, meaning we still have 4 healers (paladins or shamans) to throw at traditional heal-spam.
That's pretty incredible from just having druids and priests casting HoTs, in my opinion.
However... Does it make sense? Those HoTs tick once every 3 seconds. The expected result is that the OTs should get hit once, then see their health rise steadily back up to full, or even if all the healers cast at the same time, they should tick to full 0.6 seconds before the next HS hits.
No mana savings from cancel-healing here, unfortunately. But if the druid can whip off her Rejuvs (4 of them) in 1.5 secs each, that's 6 secs non-casting, so she should be able to get an out-of-combat tick.
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upstart feline miscreant (32 feral/9 resto)
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11/11/06, 7:38 AM
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#382
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Von Kaiser
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This is not so much a healing question, but I thought it would belong in this thread..
What stats do tanks look for when they gear for PW? Obviously enough armour and hp to survive a HS, but then what?
My guild has killed him 3 or 4 times now, and a big focus of the tanks has been +avoidance gear (dodge/parry) along with armour, I'm not sure if we are focusing too much on dodge/parry.
I know last time it was fairly effective for me, theres a screenshot of me dodge/parry/miss 12 in a row... And I think my total avoidance is around 45%.
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11/11/06, 2:10 PM
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#383
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Don Flamenco
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I'm curious what people think about healing Patchwerk after 1.13 (when the +healing changes go live). Obviously for those that have a good wad of Naxx gear, they can use their same strats because their gear is probably good enough to sustain a higher rank (and their tanks are taking less than when they first got there). The stamina change + the healing change will definately change this encounter. Our guild personally has 2 full protection tanks, this would mean the main tank and 1HS tank would have the HP talent, and it would do a lot to who takes HS when I bet. Without doing too much thinking it would probably be best to use the 2 tanks with vitality as HS and move a tank that isn't full protection to MT?
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11/12/06, 12:22 AM
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#384
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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We do know that the whole legacy dungeon thing in the TBC beta is bugged beyond any horrific hope of clearing due to the odd level calculations (hi 15k hatefuls). We can only hope that when Blizzard goes in to retune/fix the encounters, that they'll rebalance Patch for the new coefficients.
It's likely that'd happen after TBC though, not after 1.13. And at that point, people won't care as much. :(
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11/12/06, 1:05 AM
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#385
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Mike Tyson
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Originally Posted by falkon2
We do know that the whole legacy dungeon thing in the TBC beta is bugged beyond any horrific hope of clearing due to the odd level calculations (hi 15k hatefuls).
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What the hell are you talking about?
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11/12/06, 1:38 AM
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#386
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Reginald was just a nickname
Vanick
Worgen Warrior
No WoW Account
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Patchwerk apparently hits tanks for 15k-ish with hateful strike, depending on their level in TBC.
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11/12/06, 2:03 AM
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#387
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Don Flamenco
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Well, I was more-so talking about raiding Naxx in 1.13 before TBC comes out.
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11/12/06, 3:34 AM
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#388
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Soda Popinski
Falk
Night Elf Druid
No WoW Account
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It seems Hateful Strike, amongst other raid boss-related calculations like glancings and crushings seem to be player level + 3, rather than hard-wired to lv63. This meant, when a lv67 warrior tanked Patchwerk in T3, his mitigation from armor was much less than it should have been.
Cladnin is right though, that's with relation to post-TBC launch; no bearing on 1.13. I just pointed out that with Blizzard's track record of fixing/balancing earlier encounters, we weren't likely to see any change to it until it does become impossible numbers-wise (hi C'Thun).
(edit: yes, I'm aware Patchwerk can't crush)
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11/12/06, 5:02 AM
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#389
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Don Flamenco
Night Elf Druid
Dragonblight (EU)
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Originally Posted by Plea
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Originally Posted by Praetorian
We used Flasks of Wisdom on all healers for our first two kills. Then what we did was bring 15-16 and hand them out, and say "break glass only in case of emergency." I.e., if it's a good attempt and you have burned your pot timer and rune timer and there is no innervate and you are about to run dead OOM, drink it. Since the Flask restores mana when consumed, that guarantees it won't be wasted. Pre-drinking a Wisdom and then ending a fight at 3k mana is a bitch. Then we'd just gather up all the Wisdoms that we used and save them for the next week. Not needing to use it became something of a mark of pride, which encouraged people to be efficient and not to waste their flask needlessly. After another 4-6 weeks of doing it that way, we don't bother with anything except Titans on the MTs.
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What is said here makes me think that overall mana pool, and flask of distilled wisdom, is a waste of resources, items, or talents. That flask is inferior compared to its price tbh, a much cheaper mageblood potion gives more in a patchwerk fight. Something that regens mana over the total pool would make it more useful.
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Yep, in TBC healer flasks are giving a huge amount of mana/5 and (i think) +healing, instead. As well as some extra stamina :)
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11/12/06, 7:57 AM
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#390
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King Hippo
Tauren Druid
Twisting Nether (EU)
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Originally Posted by falkon2
It seems Hateful Strike, amongst other raid boss-related calculations like glancings and crushings seem to be player level + 3, rather than hard-wired to lv63. This meant, when a lv67 warrior tanked Patchwerk in T3, his mitigation from armor was much less than it should have been.
Cladnin is right though, that's with relation to post-TBC launch; no bearing on 1.13. I just pointed out that with Blizzard's track record of fixing/balancing earlier encounters, we weren't likely to see any change to it until it does become impossible numbers-wise (hi C'Thun).
(edit: yes, I'm aware Patchwerk can't crush)
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**
:( there goes my chance of Atiesh unless they fix Patch before go-live. We would probably have kept doing Naxxramas for a while, but something this broken means we probably won't even try.
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11/16/06, 12:00 PM
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#391
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Don Flamenco
Draenei Shaman
Proudmoore
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I'm also wondering what kind of healing strategies we are going to see on Patchwerk with the reduced effectiveness of lower ranked heals. Stacking HoTs will certainly play a role.
Since I haven't seen it mentioned in any of the patch-notes, (or I just plain missed it) are they going to change the amount of buff/de-buff slots for this patch? Renews, Rejuvs and Regrowths can only stack so much when the tanks already has 10+ buffs on him.
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Originally Posted by Praetorian
My sole vanity as a raid leader is to give myself an spriest at the expense of my fellow resto shamans. But they have better gear than I do, so fuck them.
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11/17/06, 3:42 AM
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#392
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Piston Honda
Tauren Death Knight
Tarren Mill (EU)
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Well, i've been thinking a little and i don't rly see it changing THAT much. Atleast not for guilds who's been downing him a while.
Just step up like 1-2 ranks on your heals. Your gear should have improved by now and i guess many healers have scaled down on consumeables to balance... Just switch up some rank and start chugging full consumeables again. The nerf isn't THAT steep. Just don't use like Rank 1 or possibly 2 of spells and your gonna be fine.
I do pitty guilds who's just going up against him tho. That's gonna be quite brutal tbh :/
A question... Will Imp def stance affect HS? It's considerd a spell, or?
Well, anyhow...
I seriously think there's gonna be a new cockblock in Naxx.. Welcome to Noth without decursive! I SOoooooooo don't look forward to handling this and teaching our allready mentally inept mages to split up de-cursing. If anything, that's gonna be the thing that makes us put raiding on hold.
Noth and then even Heigan and GWF to smaller extent... Yeah, manually decursing AoE abilities is gonna ROCK!
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11/17/06, 4:15 AM
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#393
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Disharmonious
Dwarf Paladin
Lightbringer
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Thanks for this thread. We took him in a 'short' time and I honestly think it had a very large part due to the helpful constructive ideas and suggestions on this and a few other EJ threads.
Thank you.
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Originally Posted by bartolimu
It makes me want to hit Marge Thatcher on the nose with a rolled up newspaper.
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11/17/06, 6:27 AM
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#394
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Don Flamenco
Undead Rogue
Al'Akir (EU)
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We recently tried switching to 4/4/4/4 and have had two of the smoothest kills ever so far. The main reason was that even when we stacked the first OT, OT3 was constantly getting it in the face and leaving us with two OT's. For some reason more people on first OT just didnt translate into faster healing, for no reason that I can figure out. Once we switched it so that all three OT's were getting equal heals, it worked far better.
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11/17/06, 9:57 AM
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#395
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Mike Tyson
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Please reference posts in this thread regarding a 2-OT strat: http://forums.elitistjerks.com/viewt...246789#p246789
Anyway, the response I was going to post there, to the idea that OT3 might get splattered if he gets topped off too quickly, is that in the alternative, you'd either lose OT1 or OT2, or lose a fury warrior.
With three OTs and only a single healer on the third, the proper strat is fairly simple, but proper fine-tuning of individual healers' healing patterns is key.
In simplest form:
MT: Spam
OT1: If the tank is at 100%hp, he is about to get HS'd, so start a heal. If the tank is <100% hp, he needs healing, so heal him.
Net effect: Spam mid-rank heals.
OT2: If OT1 is <100%hp, OT2 is about to get HS'd, so start a heal. If OT2 is <100%hp, he needs healing, so heal him.
Net effect: Watch OT1's health. When it dips, start a mid-rank heal on OT2, and then continue to heal until OT2 is at full. Repeat.
OT3: If OT1 and OT2 are at <100%hp, OT3 is about to get HS'd, so start a heal. If OT3 is <100%hp, he needs healing, so heal him.
Net effect: Watch OT1 and OT2's health bars. If both are injured at the same time, start a max-rank heal. Continue healing OT3 until full.
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11/17/06, 12:08 PM
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#396
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Don Flamenco
Night Elf Druid
Magtheridon
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On the 2-OT strat...
I see no reason to gimp yourself by only having two tanks ready to take a HS, other than saving some consumables.
If you are hell bent on doing a 2-OT strat, you should still have a 3rd OT geared up and ready lots of armor pots. If you've got the gear, you might even avoid flasking this guy (do the math and make sure he can live through a worst case hateful strike).
Don't put any healers on this third OT. If the third OT never gets hit (and if he is generating the threat needed to stay on the list of primed tanks), then your two tank strategy works.
If he DOES get hit, then you saved some people from dying. Or worst case, you saved OT1 or OT2 from receiving a fatal HS.
This provides a much safer way to troubleshoot your strategy.
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11/17/06, 2:20 PM
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#397
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Mike Tyson
Malan
Tauren Shaman
No WoW Account
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Lets pretend for a moment that the WoW 2.0 patch goes into place tomorrow. Given the new mechanics of down ranking heals, and HoT stacking, how do we approach this fight now to make it still achievable? Will 10 druids/priests stacking HoTs with some carefully timed high ranked heals be sufficient?
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11/17/06, 2:40 PM
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#398
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Don Flamenco
Night Elf Druid
Magtheridon
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Are you able to stack HoTs out of group? I'll write assuming that you can.
The last time I calculated, the MT takes about 1200 DPS, and the OTs take about 2600 DPS combined (probably a lower figure now, given improved gear). Figure 40% avoidance on a geared, buffed tank, and you have 2000 peak DPS on the MT, and about 4300 DPS peak on the OTs combined.
Let's assume with buffs and gear, the average HoT is 450/tic, so we'll give ourselves 1500 healing/second per target (10 Druids/Priests all maintaining their HoT on each target). So that would leave about 500 healing/sec on the MT and the OTs would be covered.
I'm not 100% sure I buy the numbers, but I suppose if I was going to test my math, I'd throw 1 Paladin on our MT, 2 on OT1, 1 on OT2, and 1 on OT3 (we usually have 5 Paladins in raid), and then 10 Priests/Druids maintaining their HoT on each tank. The Paladin (or Shaman) would throw maintenance heals on each hit for the OTs, or probably use a cast/cancel technique on the MT allowing heals to hit if the MT drops below 60%.
That's what I'm coming up with.
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11/17/06, 2:45 PM
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#399
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Piston Honda
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10 renew/rejuvs healing for an avg 450hp every 3 seconds on each HS tank is only 4.5k HP healed. Probably a bit of above avg in numbers's for you avg geared priest/druid, just an estimate number. It won't be enough to heal over the HS damage within time for 3 cycles. It might could be used to assist direct heals, but most of the HoT healing then would just be overheal and wasted mana imo.
And.. downranking isn't killed. The effect of spells lvl40 and below are just recieving a higher penalty to the benefit of +heal. Currently that level is at level 20. So after xpack any lvl40+ spell will still receive its normal +heal bonus ration. For priests, G.heal1 is level 40. Won't really change anything for us.
edit: heh funball
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11/17/06, 2:52 PM
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#400
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Great Tiger
Lorentz
Troll Shaman
No WoW Account
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Apparation, the following blue post indicates that the "level 40 cap" on downranking is not correct. Any spell below level 54 will be penalized.

In the Burning Crusade, we’ve decided to make a fundamental change to the way spells calculate the bonus they receive from +healing and +spell damage effects and items. This is because we have seen a growing trend in using “downranking” and large amounts of +healing items, which we feel negatively impacts game balance. Downranking involves high-level players using lower level spell ranks and +healing gear to conserve mana, but maintain a high rate of healing done. Through this method, it has become possible in the live game for healing characters to heal large amounts of damage indefinitely without running out of mana. To maintain progression of use through spell ranks, we are changing how lower ranked spells relate to characters of higher level.
Spells will now receive a smaller bonus from +healing and +spell damage based on a comparison of the level at which the spell was learned and the caster’s current level. Take the Priest spell Heal 2 as an example:
The spell is learned at level 22, and the base points for healing on the spell keep increasing until level 27. So, level 27 is considered the spell’s max level in our calculation.
This system gives an additional 6 levels of slack before applying any penalty to casting Heal 2; so, players up to level 33 can cast it with no penalty.
In this example, we will use level 34 (one level past the cast level of the spell) as a starting point.
The bonus from +healing is multiplied by this ratio:
((spell level)+6)/(player level)
That means the level 34 player only gets 97% of the normal bonus from +healing items when casting Heal 2. A level 60 player would only get 55% of the bonus, while a level 70 would get 47%.
The exact same system will also apply to damage spells. However, as healing classes tend to use downranking more often than others, healers are likely to see more effect from this change than other classes. As a general rule, players will be able to use the top 2 or 3 ranks of each spell before receiving any penalty. All of the existing ratios for the +healing and +spell damage bonuses on spells are also still in effect; so spells with a short casting time will continue to receive a smaller bonus than spells with a longer casting time. Spells learned below level 20 will still receive substantially smaller bonuses.
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