The Hateful Strike has nothing to do with agro. You need to be on the hate list to get onto the Hateful Strike list at the very beginning of the fight, but once you are on the list, agro doesn't matter.
I have to say that this declaration is false. I have seen instances when dps fury warriors could outaggro the 3rd HS tank, and as a result become a target for HS close to 2 minutes into a fight. Therefore, I would still say that aggro is still somewhat a concern.
the only agro concern for this encounter is the switching of MTs, which can happen early on in the fight. A person eating an HS who wasnt meant to is doing so because his hp > then your 3 OTs, assuming ofcourse that they are all primed as HS targets. Isnt that the fundamental mechanic of Hateful Strike? We have melee doing 800+ dps and none of them are getting HSd unless healing is slow or the 3 OTs slack at avoidance.
your post boggles my mind.
The HS list is a list that can change as and when according to the aggro situation, and there is no 'HS priming' per se. Saying that dps having more HP than offtank and having them get HS also does not happen unless that dps class has pulled aggro off your HS tanks. This is the reason why offtanks usually die before dps classes if they are not topped off fast enough. The only times when DPS classes get HSed is when some of the HS offtanks have died, or they have surpassed the aggro of your HS tanks.
Also, you are alliance and have BoS, thus aggro is usually a non concern. Fury warriors do not get tranquil air for Horde.
There is a hp requirement for the hateful strike tanks in order to be eligible to be hit by a hateful strike. If the tanks are above the requirement, it will always hit a tank with a hateful strike. If, at the time of a hateful strike, all 3 tanks are below the hp requirement to be hit then Patchwerk can hateful strike off of the list if he wants to.
People just assume that if a DPS warrior or a rogue got hit with a hateful strike tank while all 3 tanks are alive it was because of agro which is a false assumption. It's because all of your tanks were low hitpoints.
How then would you explain it when the third offtank is at full health but yet does not get HS, and instead one of the other OTs (assuming they are not topped off but still got the more health than the person who pulled aggro) or the person who pulled aggro gets HS.
I think nobody really knows how HS works. We still have weird behaviors once in a while such as an hs tank dropping off the supposed hs list and no dps taking his place. Just a list reduced to 2 ots instead of 3, even if the third tank is full hp, even if he didn't move at all, ... It rarely happens now but it was a huge problem when we were learning the fight and it seemed highly dependant of who the ots and mt were. Just switching ot2/3 and ot1/mt largely reduced this problem.
I have to say that this declaration is false. I have seen instances when dps fury warriors could outaggro the 3rd HS tank, and as a result become a target for HS close to 2 minutes into a fight. Therefore, I would still say that aggro is still somewhat a concern.
the only agro concern for this encounter is the switching of MTs, which can happen early on in the fight. A person eating an HS who wasnt meant to is doing so because his hp > then your 3 OTs, assuming ofcourse that they are all primed as HS targets. Isnt that the fundamental mechanic of Hateful Strike? We have melee doing 800+ dps and none of them are getting HSd unless healing is slow or the 3 OTs slack at avoidance.
your post boggles my mind.
The HS list is a list that can change as and when according to the aggro situation, and there is no 'HS priming' per se. Saying that dps having more HP than offtank and having them get HS also does not happen unless that dps class has pulled aggro off your HS tanks. This is the reason why offtanks usually die before dps classes if they are not topped off fast enough. The only times when DPS classes get HSed is when some of the HS offtanks have died, or they have surpassed the aggro of your HS tanks.
Also, you are alliance and have BoS, thus aggro is usually a non concern. Fury warriors do not get tranquil air for Horde.
I didnt know my english was that bad. sorry to have boggled your mind.
First of all your assuming HS is a list that changes according to the aggro situation. This is contrary to everything I have seen and experienced regarding this fight.
By priming I mean that the person has to be eligible to recieve a Hateful Strike. That means, again according to everything I have seen and experienced, has to be in melee range of patchwerk and has to get some form of threat in like an autoattack.
Our dps do not have more hp then our OTs at the start of the encounter but can have it during the encounter if, like i said, healing is slow or avoidance slacks. We have never lost a dps class unless a) all 3 OTs are low on hp or b) all 3 OTs arnt primed for HS.
The reason why I dont believe threat has anything to do with it is because when we were learning him we thought it had something to do with agro. So all 3 OTs started agroing right after the MT which resulted in the OTs pulling agro off of the MT thus causing mayhem amongst the healers. To avoid this we tried an approach that assumed the HS targets were chosen on current HP not agro. What we did was the MT pulled and the 3 OTs just autoattacked for the first 30 seconds. Guess what? People at 800+ dps didnt pull agro. Please dont tell me this is because of BoS.
We had a weird try yesterday.
Patchwerk didn't change targets and didn't turn while dealing HS. Though our offtanks were hit with it.
There was no evidence whatsoever of the HS beside the offtanks dropping in health.
You're wrong on so many counts I really don't know where to start.
First off, by stacking healers you don't need to cancel any healing so that's a false assumption on your part. As soon as the tank gets healed up, he immediately takes the next hateful and gets hit so unless all of the healers are healing at the exact same time, it doesn't matter when they heal, just that they are constantly healing. All the 2nd and 3rd healers have to do is cast a heal when their tank gets hit. They never have to cancel a heal, and it's not exactly hard or complicated to do.
Secondly, you don't need to take 4 hateful strikes in a row, you only need to take 4 hateful strikes between the hits of the 2nd and 3rd tank (From the 2nd tank getting hit to when the same tank gets hit again). It's just easier to show how the math works by putting all 4 hits in a row rather then staggering it every other hit. I don't know why you would think those healers would stop healing after the 2nd and 3rd tank get hit. Do you need to take 4 hateful strikes to beat the encounter? Obviously not, but you need to delay the rotation a minimum amount so that your healers have enough time to heal and the more people healing that tank, the more likely that will happen.
I bolded the part I have issues with. Every healer has to wait through 2 HS before their next heal lands, if 4/7 healers land at the same time, OT1 will definately not be targeted for every 3rd HS.
Scenario: OT1 takes a HS, heals land to put him above OT2 in 2 seconds (3 healers casting 3k heals), so in 1.2 seconds OT2 takes a HS, his 2 healers will heal him to full in 6.5 seconds. OT1 takes the next HS in 1.2 seconds and is instantly healed to full, taking another HS in 1.2 seconds after that. Now OT3 takes a HS 1.2 seconds later, his 1 healer will heal him to full in 8 seconds. OT1 was healed to full and takes the next HS in 1.2 seconds and ... what? OT2 is going to be healed to full .5 seconds after the next HS, OT3 is nowhere close to full. My question is, how can you guarantee that OT1 will be at full in 1.2 seconds? "It just works" isn't acceptable.
Your OOM comment is also quite funny because mathematically, you take LESS damage by overhealing the 1st offtank. Obviously, Patchwerk is always hitting a tank and that never stops. Guess what happens when a greater percentage of his hits occur on your best equipped tank?
I can tell your alliance without looking at your Sig. You and I also seem to have different definitions of overhealing. If 4 healers all land 3k heals at the same time and the tank was only down 8k, there was 4k overhealing. On horde, that means valuable mana is being wasted, grats on rolling a paladin I guess.
Have guilds beaten the encounter using 4 healers? Yeah they have, but that doesn't mean it's a smart way to do it and the majority of guilds that use 4 healers likely won't be able to beat it consistently like that. You'll be running it until you get a run where there was a dodge / miss / parry in almost every round to compensate for the lower amount of time you have to heal the tanks.
Way to be insulting. Dispite me having posted a detailed account of how we do things, and proof that it works, it's not "smart" because? It's not the way you do it? Our 'reduced time' is 3.6 seconds per tank, while you have random healing windows which are completely dependant on staggering spam. Dodge/Miss/Parry actually works more in our favor than a spamming method, since it allows our shamans to drop totems (which they otherwise couldn't do if avoidance didn't occur)
Boevis, last night my guild tried the setup that you described a few posts back. It felt much smoother although we were still having problems with OT1 missing heals and eating a second HS without being fully topped off. We think it has something to do with the spell selection of the healers in terms of cast time, health restored, etc.
Could you detail what you're having each set of healers do on each OT? (ie, healers on OT1 are chain casting 1.5 sec heals non stop, healers on OT2 are reactively healing with big heals only, etc)
The only thing putting more healing on the 1st offtank does is rearrange the order in which your tanks get hit to give you more time to heal people up before they die. That's it.
You can compare strategies extremely easily by simply comparing the room for error, ie the amount of time you give your healers to heal the tanks before they die.
Constants for comparison:
Average heal: 3k
Average heal cast time: 3 seconds
Average overhealing: 20%
Average hateful strike length: 1.2 seconds
Average hateful strike damage: 8,000
Now take the average healing the healers on the 1st offtank can do per cast and get the total that they do per round.
Say you have 7 healers that can heal 21,000 every 3 seconds or 7,000 per second. Subtract the overhealing (20%) from that which gives you 16,800 minimum healing per rotation.
16,800 minimum healing per rotation / 8,000 per hit = 2.1 hits per rotation. Since the other 2 tanks are getting hit once per rotation your total is 4.1 hateful strikes per rotation.
4.1 * 1.2 seconds = 4.92 seconds in a rotation
This allows us to calculate how much additional healing the healers will do per rotation.
7 Healers heal for 7,000 per second * 4.92 seconds = 34,440 total healing in a rotation.
Once again let's subtract the 20% overhealing and we get 27,552. We divide the total healing in a rotation by 8,000 per hit and we get 3.44.
That means that your 1st offtank, with 7 healers and 20% overhealing will on average, get hit for 3.44 hateful strikes per rotation. Since the other 2 tanks each get hit once per rotation that means a total rotation, from hit to hit, is the length of 5.44 hateful strikes or 6.528 seconds between hits.
(Overhealing the 2nd tank does delay the rotation if he is healed up prior to the 3rd tank getting hit while the first tank is low life but it doesn't make any sense to do so because you could simply just put the same healer on the 1st tank and always benefit from it as opposed to only benefitting from it under a specific circumstance)
3.2(hateful strikes per rotation) * 1.2(seconds per hateful strikes) = 3.84 seconds per rotation
4,000 healing per second * 3.84 seconds = 15,360 healing per rotation - 20% overhealing = 12,288 healing per rotation / 8000 = 1.5 hateful strikes per rotation.
Total rotation length on average = 3.5 hateful strikes
3.5 * 1.2 seconds = 4.2 seconds between hits.
If you assume the same 3 second healing time for each offtank, your strategy gives 1.2 seconds room for error on average whereas the strategy I listed gives 3.528 seconds on average.
That number is also only an average which means some rounds your highest hp tank will take a 2nd hateful strike and some rounds your 1st tank won't. On the rounds he doesn't take 2 and there is no dodge / parry / miss your room for error drops to .6 seconds.
It's mathematically doable but .6 seconds means you have to be anticipating the damage and healing early which, as you explained, your healers do. Congratulations on that, but most guilds will not be able to kill it using that strategy. You were able to kill it using an inferior strategy which is nice and requires a lot of skill, but it's still an inferior strategy by a large margin. Other strategies are giving about 200-400% more room for error to their healers then your strategy.
My guild plans to face Patchwerk soon, thus I don't have any real experience with this encounter. We currently debate whether or not the reactive healing strategie (see Post #42) is worth a try. The benefit is that overhealing is minimized and mana regeneration is maximized due to the possible time outside the FSR. The main problem is that you have to ensure a 1.1 (or 0.6 if you are a druid) second reaction and lag time over 7 minutes from every healer. Is this a real problem if you use for example this simple macro?
function PatchwerkHeal( spell, maxRank, threshold1, threshold2, threshold3, threshold4)
local e = UnitHealthMax( "target") - UnitHealth( "target");
if (e > 3000) then
local r = maxRank;
if (threshold4 and e < threshold4) then
r = maxRank - 4;
elseif (threshold3 and e < threshold3) then
r = maxRank - 3;
elseif (threshold2 and e < threshold2) then
r = maxRank - 2;
elseif (threshold1 and e < threshold1) then
r = maxRank - 1;
end
CastSpellByName( spell.."(Rank "..r..")");
end
end
It starts the heal only if the assigned OT has been hit and chooses the appropriate rank. Assume for example a druid, priest and paladin with the following minimal heals per rank (one OT healer group):
Very simply, don't spam 3k heals. I only used that number because that is what was posted previously and for mathematical purposes, as long as the number is the same, it can be used for comparison.
For offtanks 2 and 3, you can use a big heal and just have them cast it when the tank gets hit. For the first offtank that is being spammed, just adjust the rank that you use so that your mana holds out for the fight duration.
Boevis, last night my guild tried the setup that you described a few posts back. It felt much smoother although we were still having problems with OT1 missing heals and eating a second HS without being fully topped off. We think it has something to do with the spell selection of the healers in terms of cast time, health restored, etc.
Could you detail what you're having each set of healers do on each OT? (ie, healers on OT1 are chain casting 1.5 sec heals non stop, healers on OT2 are reactively healing with big heals only, etc)
Our OT1 has 12553 armor with buffs, this is 68.57% DR against level 63 opponents. Hateful strike does a max of 29900 damage, so without blocking, OT1 will take a maximum of 29900*(1-.6857)*.9 = 8458 damage. With 4 people healing him, each of them needs to do 8458/4 = 2115 healing. Some people use the Theorycraft addon, others just do testing or their own math, end result is all 4 of them are casting heals that have a minimum of 2115 healing, thus ensuring the OT is healed to full every time, 2.5-3 seconds after he is hit, ready to take every 3rd HS. All healing is completely Reactive with big heals for mana efficiency, and we use an addon with the same idea as the one posted above (though ours just looks for the OT to be hit by the HS, and doesn't calculate the damage he takes, so you're always casting the same rank)
If you're using druids (especially Feral druids) they have to be exact on the timing of their heals. In that macro, you could add something to make them cast Regrowth Rank 9 if it had been .5 seconds since the tank took the HS, instead of casting Healing Touch, which would land too late if it took them longer than .5 seconds to cast it.
edit: I still don't like Mippo's method, since it looks like it relies on theorycrafting and the assumption that heals will be spread evenly enough over time to prevent all 3 tanks from being too low. Spell Cast times can't be charted as "over time" effectively because you are still at 0 healing done 2.9 seconds into a 3 second spell, if there was a healing version of Mind Flay, I could understand looking at it that way. But hey, if it works for alliance, cool. I like my healing orders more structured, makes it a lot easier to go back through combat logs and see exactly what went wrong (if something did)
The first time we tried Patchwerk ever, we winged it to 63%. Did the same thing again second attempt. After that we started having the problems of course, tanks dying, effed up HS rotations, etc. In working through that we went to a reactive healing strategy, eventually using a mod similar to what you posted Kerkyon. Looking at combat logs for attempts using the mod, we didn't have a single heal coming in under 4 seconds from when the tank got HSed. The next night we went in, went back to a normal healing strat, went all the way down to ~38% without max consumables first attempt that night.
In a vacuum, reactive healing will work, and on a sever with a much better ping than ours it might work. But for it to work for us, our tanks would have absolutely had to avoid one of the 3 HSes every rotation. Here's a snippet of a log from our last attempt using the reactive healing mod/strategy. Our MT on patch died, ruining the attempt, which had been happening often, but notice what happens about 4 seconds into the fight.
"9/3 01:09:25.046 Patchwerk's Hateful Strike hits GUSU for 8727."
"9/3 01:09:26.562 Patchwerk's Hateful Strike hits MOGDOR for 7691."
"9/3 01:09:27.421 Patchwerk's Hateful Strike hits GROLM for 7013."
"9/3 01:09:28.953 Patchwerk's Hateful Strike was dodged by GROLM."
"9/3 01:09:29.515 Durnitol's Healing Wave heals GUSU for 2446."
"9/3 01:09:29.515 Estaban's Healing Touch heals GUSU for 3605."
"9/3 01:09:29.515 Bizarostormy's Healing Wave heals GUSU for 2283."
"9/3 01:09:29.890 Bliznat's Healing Wave heals MOGDOR for 2471."
"9/3 01:09:30.218 Brawma's Healing Wave heals MOGDOR for 2462."
"9/3 01:09:30.218 Chimpho's Healing Touch heals MOGDOR for 2439."
"9/3 01:09:30.218 Vudoo's Greater Heal heals GUSU for 2669."
"9/3 01:09:30.218 Kayylee's Greater Heal heals MOGDOR for 3198."
"9/3 01:09:30.265 Patchwerk's Hateful Strike hits GUSU for 6459. (199 blocked)"
"9/3 01:09:31.671 Crazyd's Healing Wave heals GROLM for 2480."
"9/3 01:09:31.671 Tsar's Healing Wave heals GROLM for 2499."
"9/3 01:09:31.671 Patchwerk's Hateful Strike hits MOGDOR for 8174."
"9/3 01:09:31.859 Skeletar's Greater Heal heals GROLM for 3162."
"9/3 01:09:32.312 Atamus's Healing Touch heals GROLM for 1726."
"9/3 01:09:32.578 Patchwerk's Hateful Strike was dodged by GROLM."
"9/3 01:09:33.078 Bliznat's Healing Wave heals MOGDOR for 2566."
"9/3 01:09:33.078 Brawma's Healing Wave heals MOGDOR for 2457."
"9/3 01:09:33.812 Patchwerk's Hateful Strike was dodged by GROLM."
"9/3 01:09:34.265 Tsar's Healing Wave heals GROLM for 2664."
"9/3 01:09:34.828 Durnitol's Healing Wave heals GUSU for 2537."
"9/3 01:09:34.828 Vudoo's Greater Heal heals GUSU for 2700."
"9/3 01:09:35.000 Patchwerk's Hateful Strike missed GROLM."
"9/3 01:09:35.343 Estaban's Healing Touch heals GUSU for 3251."
"9/3 01:09:35.343 Bizarostormy's Healing Wave heals GUSU for 2909."
"9/3 01:09:35.421 Kayylee's Greater Heal heals MOGDOR for 3203."
"9/3 01:09:35.875 Chimpho's Healing Touch heals MOGDOR for 2628."
"9/3 01:09:35.875 Brawma's Healing Wave heals MOGDOR for 2766."
"9/3 01:09:36.515 Patchwerk's Hateful Strike was dodged by GUSU."
"9/3 01:09:37.093 Bliznat's Healing Wave heals MOGDOR for 2717."
"9/3 01:09:37.406 Patchwerk's Hateful Strike missed GUSU."
"9/3 01:09:38.625 Patchwerk's Hateful Strike was dodged by GUSU."
"9/3 01:09:39.828 Patchwerk's Hateful Strike missed MOGDOR."
"9/3 01:09:39.890 Cakes dies."
If Grolm didn't dodge that second one, the attempt is over right there because heals didn't come in fast enough. People were spamming the heal key using the mod. Without the mod heals were just as slow. Another person from that raid posted a log, and his times also showed the mod wasnt fast enough, but the times between HSes landing and heals landing were slightly different. He obviously was pinging different than I was. Frankly i'm shocked at Boevis' claim that his guild kills Patchwerk purely reactively healing.
Without fastcast our heals average over 4 seconds also. Welcome to launch hardware.
I'd love to say more about healing on patchwerk, cause I'm a bit shocked by the strategies being used, but I'd prefer not to.
As for the comments about HS - aggro is a player, but being hit by HS is definitely not. Our kill last night the third tank wasn't hit for nearly 60 seconds due to fast healing and massive avoidance... But nothing changed because he wasn't hit - when it was his turn due to lack of avoidance + HP, he got hit just fine... he was able to keep his aggro above the "ignore me" threshold just fine with sunder.
The only reason it may seem that HS is critical is you get rage from being hit by it, and not having rage means not being able to stay above the aggro threshold... a rage potion works rather well here!
So if you are on an older server, what would be your most reliable healing method? Just stacking OT1 and OT2 with efficient heals that you can spam a straight 7 minutes? Cuz if a heal takes on average 3.5 - 4 seconds on most servers, wouldn't reactive healing just be a risk that shouldn't be taken?
http://youtube.com/watch?v=Xi6WsB8dZcE
Raiding music that gets things done.
The best Theorycraft and Mathcraft happens after a raid and before the sun comes up.
We use 2.5/3 second heals with 3 OT's, the third soaks up the bad stacks that happen when you got 0, 1.2, 2.4 (2.5-3.0 heals initial still incoming). Basically with a 2.5 second heal the first tank can be hit again in 2.4 seconds, so bad things CAN happen.
We've done over 45% of his HP with 2 OT's, due to deaths, so I guess anythings possible... but ping plays a huge role for us.
You can fastcast down to 3.0-3.2 seconds on a 2.5 second heal.
So that would be my recommendation, fastcast and practice ahead of time. I wouldn't reactive healer personally... the way we do it now we don't even cutoff heals, because its so efficient we never oom.
We use 2.5/3 second heals with 3 OT's, the third soaks up the bad stacks that happen when you got 0, 1.2, 2.4 (2.5-3.0 heals initial still incoming). Basically with a 2.5 second heal the first tank can be hit again in 2.4 seconds, so bad things CAN happen.
We've done over 45% of his HP with 2 OT's, due to deaths, so I guess anythings possible... but ping plays a huge role for us.
You can fastcast down to 3.0-3.2 seconds on a 2.5 second heal.
So that would be my recommendation, fastcast and practice ahead of time. I wouldn't reactive healer personally... the way we do it now we don't even cutoff heals, because its so efficient we never oom.
so what does your strat involve? a 4MT/5/5/1? if your healers can all heal for the full 7 minutes without stopping and each heal hits for 2k+, would that be ideal?
http://youtube.com/watch?v=Xi6WsB8dZcE
Raiding music that gets things done.
The best Theorycraft and Mathcraft happens after a raid and before the sun comes up.
We use 17 healers cause we make the budget with 19 dps and 4 tanks. Why push dps beyond whats needed when control is a large percentage of the fight?
Anyway
5MT, 5OT1, 5OT2, 2OT3.
Assume 7500 per hit max mitigation (ancestral/inspiration), with 5 healers... math works out to a heal that a well equipped priest can spam for nearly 20 minutes without oom'ing.
Done this way the fight is pretty much a joke - but, your healers may need to "Rank up," and use some cutoffs and be a little smarter about things until you get pretty solid gear... 800 plus healing is pretty standard for a patchwerk guild i'm guessing.
We got our first kill last night. Started the evening at 5/5/5/2, and then adjusted to 4/5/5/3 because HS3 was the tank we most frequently lost. In hindsight, however, that was an incorrect decision. The difference between 2 and 3 healers will not save the tank if he takes 2 Strikes in quick succession, so the goal should be to prevent that possibility in the first place, with more healers on HS1 and HS2. Going back, I would run 4/6/6/1 or 4/6/5/1, depending on class distribution.
Our kill last night was a testament to this. We were running 4/5/5/3. About halfway in, HS3 went down. The healing essentially shifted to 4/7/6/0 at that point, and they lasted the entire duration of the fight without a DPS'er getting splattered.
This raises one issue, however. It seems to me that our healers, with a 4/6/6/1 setup and more practice, are going to keep HS1 and HS2 almost perfectly healed (they did it yesterday, and it was literally the first pull we'd seen that went longer than 4 minutes, so things will probably get better). Presumably, top healer teams almost never let one through to HS3. So do you have aggro issues between HS3 and the DPS? Even if you let him take one or two at the beginning, if he doesn't take one after that, the DPS will surpass him pretty quickly. Obviously, if the healers on HS1 and HS2 never let one slip by, it doesn't matter. But what about when the only time that backup is needed is 5 minutes into the fight? How do people who use a 2/1 main/backup strategy keep the third tank's aggro up?
Arawethion and I are in the same guild (I'm an officer and what can be called the "healing leader"), and from the two kills we've had so far (first on Monday, next on Tuesday...first kill was on the first night of attempts so /epeenflex on that :P), I don't think I'd ever be happy with any healing strat that leaves only one healer on OT3. The only reason why 4/7/6/0 might appear to work after OT3 has died is that what would normally go to OT3 would hit OT1 instead, and he'd have enough health to survive it. Indeed, that's what carried us for that first kill, after losing OT3 a few minutes in...the two OTs would sometimes dip precariously after an HS that hit when not topped off (one that would normally have hit OT3 instead), but there were enough healers on him by then to always bring him back up.
For our second kill last night, we started off with a 4/6/6/1 strat and we just kept losing OT3. His healer was hard pressed to pump all those heals into him, and sometimes the first two OTs would not be topped up quite quick enough and OT3 would get smashed. We simply could not get OT3 to reliably survive with just one healer. We reassigned healing to go with the 4/5/5/3 strat we used for the first kill, and managed to duplicate it.
For the horde guilds out there, how many priests with Inspiration and shamans with AF are you bringing into your Patchwerk attempts? I found out in short order that Inspiration makes a huge difference...every time I procced it on my tank, I could tell it was up simply by how much HP was left over after an HS. I calculated out a minimum of 3-4k damage mitigated per Inspiration proc, and found that with just the Inspiration procs that I put up over the course of the kill, it saved almost an entire healer's mana bar worth of healing. The effect is staggering. Have any guilds (alliance or horde) parsed out the total uptime of Inspiration/AF on their tanks?
Yikes, thats a pretty ugly combat log there Logros. I don't know what to tell you, a Priest landing a 2.5 second GHeal 5 seconds after the tank took a HS? Grats on being able to kill other bosses with that kind of lag, I guess.
One thought for the people with slight latency issues. Instead of having the addon check for your OT getting hit, have it check for the previous OT getting hit. This would of course require precasting at the start, but even with 1.5 second lag, you'll still be landing your spells in time.
I can't stress enough the importance of Druids having Improved Healing Touch here. Any Feral/Balance druid without it, will be better off playing their spec and DPSing. Even with the 'spamheal OT1' method, someone with a 3.5 heal isn't going to be very useful.
As i said in another thread, a guild on my realm has done that, and its come out in public that they did. They're demanding that i list the kill on realm progress thread as legit. Not quite sure how to handle this, really was hoping that 1.12.1 would leash him properly so i can remove them again :)
One thought for the people with slight latency issues. Instead of having the addon check for your OT getting hit, have it check for the previous OT getting hit. This would of course require precasting at the start, but even with 1.5 second lag, you'll still be landing your spells in time.
This one struck me as the winner, now the question is how the hell do you check the hp of someone that isn't your target. The best thing I can come up with is using raidId's but those change every time so everyone would have to redo their macros every time. any ideas?
If you're actually writing an AddOn allow some global synching (Or just hook into CTRA's/oRA's MT List) and then just allow people to pick the tank it should be watching for in their AddOn. Then you can just register the actual event of Hateful Strike hitting whomever they picked and display a warning when this happens, since combat log events are simple text strings containing the name of the person being hit this should work pretty well as far as I can tell.
buff /bʌf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of