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Old 08/31/06, 8:00 PM   #1
draghkar
Piston Honda
 
Tauren Shaman
 
Aggramar (EU)
I think all we agree that Amplify is surelly worth on fights against non caster bosses ( Sartura or Patch for example ).
But what about caster Bosses ( Emperors for example ) ? The tooltip say: Damage taken from spells up to 75 and
healing spells by up to 150. On Emperors for example we use the only tanks strategy and 6 healers on each of them.
With an improved Amplify my LHW does heal +100 more per wave, considering the rate of our healing is higher than
emperor bolts ( if any ) I do think even on a fight like Emperors one Amplify Magic is the way to go.

Do I miss something somewhere ?
 
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Old 08/31/06, 8:10 PM   #2
Nurru
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Undead Priest
 
Mal'Ganis
+75 damage on a burst boss spell is nothing compared to every HoT getting another 150 on top of the amount each gheal/etc gets.

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Old 08/31/06, 8:53 PM   #3
Xard
Piston Honda
 
Dwarf Warrior
 
Frostmane
I've been trying to work on my guild about using this more often, but they're generally pretty apprehensive sadly. It seems to me that on nearly ALL fights the extra healing will be worth it.

The one exception I think would be stacking dots. I got a poison from the crypt fiends at Anub, and it ticked for 306, while one of the tanks said their single stacks would tick for 250... that would start to add up quickly.
 
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Old 08/31/06, 9:27 PM   #4
CrazyGamer
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Gnome Mage
 
Al'Akir (EU)
We've started using it basically everywhere on the MT and frequently on significant OTs too and I'm quite happy with the result. As for Patchwerk, you'd have to be mad or foolish not to have a mage spec magic attunement for that encounter. Having a priest-Atiesh in every healer group would provide less of a bonus than the talent adds to the standard spell. And the standard spell is twice that amount of course.

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Old 09/01/06, 2:13 AM   #5
Boevis
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Tauren Druid
 
Lightbringer
I think we use it pretty much everywhere now, Exception is probably the likes of Vael where magic damage taken is a constant. Adding +30 per tic on HoTs, and with low rank healing spells (R4 HT, Heal Rank 2) it's a nice boost.
 
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Old 09/01/06, 6:29 AM   #6
 Anias
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Mal'Ganis
If you have paladins - put it on everything they might accidentally heal.

I'm not kidding btw. Paladins are ludicrous with +healing.

Outside of the "this person might be healed by a paladin" you have to make choices. On fights with signifigant mage components, it's probably not ideal on people without dedicated healers.

Math is very easy, explaining math is quite difficult.
 
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Old 09/01/06, 7:01 AM   #7
Hober
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Murloc Mage
 
Outland (EU)
While not end-game, Amp magic on everyone at General Rajaxx in AQ20 is amazing.
The extra healing from the buff means you need alot less healing.
 
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Old 09/01/06, 10:21 AM   #8
Boevis
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Lightbringer
Originally Posted by Anias
If you have paladins - put it on everything they might accidentally heal.

I'm not kidding btw. Paladins are ludicrous with +healing.

Outside of the "this person might be healed by a paladin" you have to make choices. On fights with signifigant mage components, it's probably not ideal on people without dedicated healers.
I'm sorry, this doesn't make any sense. Paladins don't get more from +healing, they get less than their counterparts. Rank 4 HT, Rank 2 Heal, and Rank 5 Healing Wave are all 3 second cast time (2.5 with talents) thus recieving 86% of +healing. Paladins equivalent Holy Light 4 is a 2.5 cast time with no way to decrease it, so they get only 71% from +healing.
 
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Old 09/01/06, 10:30 AM   #9
Dulahey
Von Kaiser
 
Human Mage
 
Uther
He never said they get more +healing from it. They just benefit greatly from the +healing.
 
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Old 09/01/06, 11:19 AM   #10
Copernicus
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Tichondrius
I've used it on every fight in Naxx, up until Thaddius (except GWF and phase 1 Thaddius). In BWL I used it on everything except Vael, Firemaw, Chromaggus, and phase 1 Nef.

The real problem with Amp Magic is that it can easily kill the main tank if it's a bad fight to use it on, like Golemagg. Because it's been a poor buff for so long, unless it's used early on in the learning, most groups don't want to risk it on a boss that's "farm status".
 
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Old 09/01/06, 11:43 AM   #11
enshula
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Murloc Paladin
 
Cenarion Circle
Boevis i prefer to think of it as healing wave would be getting 120% of the bonus. Since everything is relative to the 3.5 second time frame.

Paladins benefit involves downranking heals and spamming flash of light throughout an entire fight. From there you can decide to save mana for bursts or uprank a bit.

For a druid to get the equivelant benefit would involve cycling targets with rank 4 rejuvenation. You cast rejuvenation on 8 targets getting 225 extra healing on each one. Which is:

8 * 225 / 12 = 150 healing per second

The equivelant of +350 healing for a paladin btw but spread through 8 targets.

That works out (without looking up all druid specs) to roughly 933 HPS at 70 MPS for a raiding druid.

By comparison a paladin would be doing about 600 HPS at same MPS and gearing level.

Typically though on fights with a large amount of aoe damage the damage is magical negating the benefit.

(Gheal2 spamming priests would also get a significant benefit, the important thing is what proportion of your time you spend casting)
 
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Old 09/01/06, 11:50 AM   #12
Wibble
Lost Anarchy
 
Human Priest
 
Ner'zhul
I crit our amplified MT for 2.7k with a rank 2 heal earlier in the week. That was... yeah.

The benefits in many cases outweigh the costs. We don't have constant raid-wise crazy use of the buff because to my knowledge we still only have a single mage specced for Magic Attunement, but we'll use it on tanks and such for a number of bosses.
 
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Old 09/01/06, 11:52 AM   #13
Nite_Moogle
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Mal'Ganis
Originally Posted by Copernicus
In BWL I used it on everything except ... phase 1 Nef.
Shadowflame isn't affected by amp magic?

Originally Posted by CheshireCat
Eh, my nostalgia goggles aren't as good as they used to be.
 
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Old 09/01/06, 11:56 AM   #14
 Chicken
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Azjol-Nerub (EU)
One thing I wonder about is how it works with debuffs. The aura Andorov provides during the Rajaxx fight is a nice example of how every tick gets the full bonus, but if this applies to debuffs done by mobs in the same way, that could stack up to some nasty damage very quickly. 112.5 extra damage on a burst that does 4k damage isn't excessively large as a difference. 112.5 extra damage per tick on a DoT that ticks ten times on the other hand adds up pretty quick.

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Old 09/01/06, 12:07 PM   #15
Avair
The Howard Roark of Shipwrights
 
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Gnome Death Knight
 
Bloodhoof
Shadowflame isn't affected by amp magic?
How much damage would it add to a shadow flame exactly? 75 tops? Can Shadowflame even crit? I would say big spike spell damage fights are probably the best place to use it. Its like a drop in the bucket for damage, but makes healing back up quicker/more effecient.
 
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Old 09/01/06, 12:10 PM   #16
Copernicus
Bald Bull
 
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Tichondrius
Originally Posted by Wibble
I crit our amplified MT for 2.7k with a rank 2 heal earlier in the week. That was... yeah.

The benefits in many cases outweigh the costs. We don't have constant raid-wise crazy use of the buff because to my knowledge we still only have a single mage specced for Magic Attunement, but we'll use it on tanks and such for a number of bosses.
It's a 10 minute buff that costs 410 mana. The mana cost, duration, and single-target nature is the main reason the mages aren't buffing every single member of the raid with it. We basicly need a 1-minute warning to buff 8-10 people with it then drink back up to full mana. I still don't understand why there isn't a group version of Amplify and Dampen Magic that lasts 20 minutes. :(



As for its use- the big thing with Amp Magic is that it doesn't care about the monster's cast time. So a pulse, aura, or various ticking debuffs every 1-3 seconds will get a full boost on every tick (Golemagg's Tremor, Rag's Son of Flames aura). Meanwhile, the big hits (like Shadowflame) only get a tiny fraction of a boost from it. It's similair to all the items that used to get a bonus from +dmg gear (Thunderfury, Cloak of Flames) in that they were instants that got a full bonus.
 
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Old 09/01/06, 12:14 PM   #17
Maledict
Bald Bull
 
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Bloodhoof (EU)
Thats the same reason Dampen Magic is so powerful on some bosses though. I *really* miss having this talent in my current fire spec, as even with the recent nerf in the patch, it still provided an enormous amount of mitigation on certain fights (like Vael, Lord Kri etc etc).
 
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Old 09/01/06, 12:27 PM   #18
Hober
Von Kaiser
 
Murloc Mage
 
Outland (EU)
As far as I know the way they changed dampen magic was that the resulting damage can never be less than 50% of the total (intended damage).

For example: a fire nova pulsing for 200 a tick could only be lowered to 100 damage taken.
with imp dampen magic it reduces spells and affecst by 90 + 50% (45) and *should* take off 135 damage but its max is 100.

Major nerf to silithus air elemental farming, not noticable on much else.
 
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Old 09/01/06, 12:36 PM   #19
Fellwraith
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Mal'Ganis
Shadowflame can't crit (like most mob spells from what I understand), it would one-shot most tanks in early BWL gear if it could. Actually, I don't think even an AQ/Nax geared tank could survive a crit on a warrior call.

Amp magic works pretty well with Chainheal too for those of you who are alliance.

I think the limited duration of the spell and the fact that there is no "mass amplify/mass dampen" spell limits it's use. Similar to the shadow protection spell from priests before they added the new and improved version a while back.

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Old 09/01/06, 12:36 PM   #20
Shocktar
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Troll Priest
 
Kel'Thuzad
Dampen magic is awesome vs. Rag's sons. It reduces dmg taken and mana burned TO 1. Not BY 1, but TO one... that's hot if you're just learning.
(Although I haven't done it in 1.12 and @Hober might be right)

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Old 09/01/06, 1:50 PM   #21
 Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
Improved amplify magic is just a superb buff for loatheb and patchwerk.

If you're looking at fights to use it on though, I would really cater it against how bursty it feels to your healers... have them make the choice!
 
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Old 09/01/06, 1:54 PM   #22
 frmorrison
Divine Protector
 
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Blood Elf Paladin
 
Mal'Ganis
Originally Posted by Shocktar
Dampen magic is awesome vs. Rag's sons. It reduces dmg taken and mana burned TO 1. Not BY 1, but TO one... that's hot if you're just learning.
(Although I haven't done it in 1.12 and @Hober might be right)
Hobar is right, the spell has been changed you would take more than 1 damage with Damp Magic up.

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Old 09/01/06, 2:00 PM   #23
 Kalman
And It's Delicious
 
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Unless it'll result in your tank being one-rounded, tanks should nearly always have Amp up - the volume of heals they receive is typically far greater than the number of magical attacks they receive.

The basic rule of thumb is: if it won't result in a one shot, anyone who's getting healed more than 2x as often as they're getting hit with magic gets Amp, anyone getting hit at least 2x as often as they're getting healed gets Dampen.

Originally Posted by Vontre
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Old 09/01/06, 3:05 PM   #24
Beldur
Glass Joe
 
Undead Priest
 
Destromath (EU)
We buff the mind controlled adds at Razuvious with Amplify Magic

 
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Old 09/01/06, 3:12 PM   #25
 Quigon
Bald Bull
 
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Tauren Warrior
 
Kil'Jaeden
Originally Posted by Beldur
We buff the mind controlled adds at Razuvious with Amplify Magic
I heard you should do that to razorgore also right before the last egg is broken...
 
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