You reforge the crit on the item to Spirit/Hit (whichever isn't already present). It makes it quite easy to hit the 17% cap if you're stuck using Spirit/Crit items before you can pick up the haste versions.
@prim0c: I must say that my experiences are extremely similar to your own. I probably use GHW more than you, but that's it. With AA included, at my current gear level (~6500 healing, 17% crit) a HS is almost exactly on par with GHW in terms of HPS and just a little less mana efficient (assuming Tidal Waves for each). However, more of that healing is attributed to a secondary target in HS's case due to the increased AA proc rate. Typically, I'm only casting HS when the extra .2 seconds or so might make a difference, or anytime that my target doesn't yet have AF. Otherwise, GHW averages out to nearly identical numbers, while being a lot more stable and a similar speed. Also, it isn't too common that I actually want the AA proc over the additional healing on the primary target from GHW, although this difference is slight either way.
I don't quite use Riptide on cooldown in theory, but in practice I nearly do. I keep it always rolling on the tank, and then if someone else takes a moderate hit, Riptide is my first response. Otherwise, I try and hold it to follow a UW/GHW sequence to exploit the 30% bonus further. I utilize UW nearly on cooldown, most often with HS if TW is still up (to maintain AF), otherwise with a regular GHW.
I'm still finding both Chain Heal and Healing Rain useful when used in moderation. If I know high damage is incoming, I'll gladly Healing Rain even with only 3 people in range.
I'm gearing much the same as well, to great success. I stack Int gems, then reforge (mastery, then haste) for Spirit wherever gear is lacking it, then I reforge to crit otherwise.
Recently, I've been thinking about TC a lot, and how to best incorporate it in a spec. It certainly doesn't seem mandatory, but I can see a really aggressive strategy rising from proper TC usage. I want to test Talent Calculator - World of Warcraft at some point. From my heroic experiences, as much as I've loved my passive 15% speed, I don't find myself using the instant Ghost Wolf portion of the talent much at all. Instead, I'm normally busy tossing out Riptides and UWs on the run, or simply activating Spiritwalker's Grace. So I'm toying with the thought of ditching Imp GW for an Earthen Vitality enchant, as well as a point in Elemental Weapons, Nature's Blessing, and Blessing of the Eternals for a single point in Elemental Precision and TC. With my current spirit levels, that point provides me with almost 5% hit, and most importantly, I am comfortably over cap during mana tide. By synchronizing my tides with healing lulls (and I know they exist, I use potion of concentration all the time in heroics), I accomplish hit cap easily on a budget. Points in Concussion as well as Precision make TC almost always a gain even outside of Tide periods as well.
Given the incredible scaling potential of TC, I'm considering saving my Synapse Springs cooldown as well for Bolt spam, increasing it's value.
In regard to the Mastery/Parry/Dodge discussion. I think we can all agree that Dodge is the clear loser, since it doesn't really benefit from talents like Parry does. That being said, if we focus solely on maxing avoidance/mitigation, there will be a clear (but unknown as far as I know) balance between parry and dodge where the DR of a higher stacked parry stat will negate the crit block bonus from Hold The Line.
Comparing Mastery directly with Parry is a bit more interesting. I haven't been able to test this yet because of a lack of higher parry gear, but I think that all things being equal, an ideal stat distribution might involve softcapping Parry to get a high uptime of Hold the Line, and then reforging the surplus parry into mastery. It seems to me that the synergy of a near permanent 10% crit/crit-block with high mastery rating might be incredibly significant both for our TPS and mitigation.
I'll try to look into what kind of stats would require this uptime, or if parry chance + hold the line is just point for point not as good as mastery. If it is its clearly a moot point, but I think it will be an interesting dynamic for us as the gear gets better to have these 2 stats both contributing to critical block %.
I personally have reforged to mastery and expertise for the smoothing of burst and threat. That's one thing that I really like about mastery, not sure if it's been mentioned. Unlike dodge and parry, it will still build vengeance for you. It's very nice to be mitigating a large chunk of damage while still building your tps and dps.
I am coming in a little late on this discussion and I may have missed this but, what exactly is the parry/mastery cap or the desireable %/rating ratios between them? What is the DR for parry/dodge? They don't share a DR do they? My avoidance stats are:
I still have some dodge peices I'd like to replace with parry/expertise. Are these normal for having Heroic blues? Are these about the numbers I need to have? I have reforged all my dodge to mastery. I did notice the 60% damage reduction (from mastery) post earlier. How much mastery does it take to get the 60% damage reduction. So many questions, from the forum newb. lol
Hey everyone, been a while since I posted on these forums.
I've been reading the comments on healing and I can't tell how many of you have progressed in raids, but based on my experiences so far, haste is my favorite stat simply for throughput.
There's a significant amount of raid damage in each encounter, and with proper heroic gear (reforging every stat but haste to spirit) I've been able to stay afloat in raids (usually without TC, even though I am specced for it) and still use Healing Rain smartly and Chain Heal as necessary. Chain Heal, although nerfed, seems to still be one of our strongest spells in multiple encounters, such as Al'Akir, Halfus Wyrmbreaker, Twilight Ascendants ... basically every fight. That's why I've preferred haste, because even though dps isn't *supposed* to die, they generally do because of stacking aoe damage.
Mastery feels pretty useless in 25 man raids simply because there is so much healing going around it doesn't get the full effect. I do not believe it works with Healing Rain either, as UL does not get used when you cast HR (could easily be wrong).
I was wondering if people who've been healing raids feel this same way. Haste/Spirit followed by Crit intuitively.
I've been able to chain heroics without cc with this build as well. Granted, I have a similarly geared tank and dps who can pull more than 6k (-_-).
The increased stratification of healing spells by efficiency now allows us to better modulate our output according to available mana. Simply put, a 9% reduction in cost is roughly a 9.8% increase in effective mana (ie starting mana + total regen). That extra mana can be used to cast more expensive spells during a fight (HT instead of Nourish, Regrowth instead of Rejuv, etc). While it's true that the higher HPS spells are typically lower in terms of HPM (meaning that you won't get a full ~10% increase in overall healing), with a balanced spell use, Moonglow will generally yield better results.
There may be a break-point where Genesis edges out Moonglow, based on heavy RJ / WG usage to the exclusion of HT / Nourish, but I couldn't say what it would be, and I think it would require a very sub-optimal healing style. Basically, if you're working with an excess of mana, try to increase rejuv usage, substitute nourishes for HTs, etc, before you start thinking about dropping regen / mana talents.
There could be an argument made for Genesis in a hypothetical situation where short periods of burst raid healing were of paramount importance, though.
I see that the "standard" resto spec has 2 points in furor, why do those points outperform 2 points in genesis?
I'm a bit confused about some of the stats need for raiding as a feral dps druid. Alot of the people I've talked with as of late about setting up a Kitty's stats say that hit and exp aren't nearly as important to cap as getting Agi, mastery, crit and haste.
I've been wondering though, is there a certain point that I should stop worrying about Crit and haste and get some hit and exp?
Right now my haste is at 1485 unbuffed. My crit is at 33% in cat form unbuffed, and my mastery is 16 which I think is about 50%. Problem is I only have like 3.85 hit I think it is and 4 exp which don't seem right, but isn't completely killing my dps.
I've been raiding with my guild a bit and we've managed to kill 3 bosses so far, and on just about every boss I've held between 13k and 15k, except for Wyrmbreak because of the buff. My dps seems to be decent, but I tend to miss or be dodged alot. Being Dodge or missing on Melee doesn't seem like a huge deal, but missing a shred or being dodged seem to have a big impact on my dps. It also tends to happen with rip.
I'm also a bit curious as to what weapon chant I should get. I was thinking about the hurricane one that procs the haste, but I was told I would hit Diminishing returns with the level my haste is it, and the only other two chants It can think of now are the straight agi chant and mongoose which I don't know if it's any good at the new lvl cap.