From what has been said in the past by Blizzard, Telluric currents isn't suppose to give a positive amount of mana back based on what they had hoped for the talent to begin with. I am sure this talent will be changed very soon if it indeed ends up giving a good portion of mana return. The original design was to be a return on mana, but not past the amount of the lightning bolt cost because it was designed to be a leveling talent (dps) and not a mana return for healing.
I'm familiar with this comment by Blizzard. However, I feel if their intention was a net zero regen then they could have just made the spell cause us to receive mana equal to the cost of the spell, or reduce the spellcost of LB to zero and provide no regen. This clearly would not be an interesting talent.
What I can say from experience is this talent, as others have stated is critical to certain mechanics such as used in Magmaw's impale where there is a significant + damage modifer while incoming damage during the period is limited.
I've additionally found this as a good source of regen:
1) tank healing on council of wind, since ES + RT + a periodic heal can keep a tank up on either Anshal or Nezir giving you have time for the LBs.
2) Power generator on tron council (Arcanotron), depending on if the second tron active permits you the flexibility to dps while in the power generator. The regen from the whirlpool, and the +50% damage modifier adds a lot of regen.
These mechanics, and the nature of the talent, and the fact that other healers (holy paladin) have similar talents implemented related to dps, lead me to believe this is functioning as intended.
1-Rejuv duration increased and cost decreased. Even if the have to reduce the total healing done by it. Would be nice if we could do a bit more Aoe healing without going oom. It seems like our only real AOE option(besides large cooldowns) is WG. I find myself casting WG then maybe a few rejuvs then just having to wait 10 seconds for WG to come up again. It just seems to me our options are a bit limited in the aoe department and allowing rejuv to be used a bit more would go a long way to helping that.
2-Please for the love of god give us a decent trigger for Eff. Having it tied to swiftmend is a killer. Everytime I see the tank standing in my green circle alone I just want to kill somebody.
Considering the exacerbated mana cost of 4 stack AB and the Master of Elements talent being percent based, you'd receive the greatest mana returns (and thus longevity of your burn phase) if the 4 stack ABs crit.
I'm a fairly new player (2 and a half months) and Priest is my first and only toon. I leveled up using Holy for dungeons/ Shadow for questing but have transitioned from holy to disc to try in dungeons as well as pvp. Like many, I'm having some OOM issues as it seemed all my gear from cata leveling has left me reducing spirit. What are your takes on helping keep mana up? I'm trying reforging for more spirit...but as for disc I haven't found yet a comfort zone in casting my spells for both instances and dungeons/arena. Also, i know spamming lesser heal on the tank is efficient for mana but the haste is really bad compared to flash heal. Thanks for any help/tips.
On a different note, after another Tuesday of getting upgrades it seems that mage is smoothing out. Competitive DPS is able to be pushed out in single target DPS situations.
Missed those upgrades, are you referring to the impact change (seems horrible) and the flame orb change? im guessing here, but lets just say for arguements sake that we are 10-20%% behind on single target dmg, or indeed other classes are doing 10-20% too much dmg, im not seeing anything that addresses that. I tend to keep an eye on WOL as a general check on average top mage performance, and it seems fairly clear that we are not competing currently - although im hoping I did missed something
Scorch while moving is such a boon, as we just never have to stop DPSing in any situation, and this is something that should be embraced fully, as between that and dots ticking, we're in a really good place.
I think many agree this is good, but is it competitive? i.e if 1 pure class can do more dps that us while moving then it is not balanced either (assumming equal skill etc).
we're definitely not at the bottom when you take a look a shadow priest's current situation.
All things considered, all pure dps including mages should be balanced. If SP are in the same position then both classes have issues that need addressed.
This is a good guide but I still have a few questions.
Is it worth waiting until 30% BG at the start of a fight (assume 6-8 minutes) before using killing spree? I'm tempted to assume it's worth using KS near the start since all procs + potion are going to be up as well as AR after to help shorten the cooldown of your next KS. Is this better or should I use AR and wait until 30% before hitting spree? I realize after this point it's generally better to wait until 30% BG.
BG should be at 30% about 6 seconds into the fight to use KS so even your 10sec trinket and prepot agi potion should still be up if you wait.
From my raiding experience these past few days (Tol Barad/Omnitron/Magmaw, guildies have been a bit slow gearing up), I personally feel that my raid healing is somewhat shafted. Especially Magmaw was horrible. Mind me, I output the most heal of our healers, but that was with Tranq. and blowing every single cooldown when appropriate and applicable. Healing was subpar while relying on WG and Eff with the occassional Rejuv/Nourish - switching to a more liberate use of Rejuv kept the raid up way better, but drains mana pretty fast. Not feeding my Innervate to our priest would have been a bit better mana-wise, but not sure if it would be better raid-healing-wise. What pissed me off the most was our paladin, geared in 1-2 heroic items. Healing output was not much behind me, even in absolutely subpar gear, while I am clearly the best-geared healer in our raids atm. Even substracting things like Protector of the Innocent and stuff, he put out freaking good healing without running oom (especially considering his gear). Sure, paladins are quite OP atm and this issue is being/will be adressed, but I feel shafted nonetheless.
Second thought was whether I am doing something terribly wrong. Couldn't think of anything right now, that is keeping WG/SM on cooldown (with Eff right into the mass), Rejuv on low-hp targets, keeping up LB on the tank and patching up people with RG. Is there on error an my part or are other druids experiencing similar errors?
I know from a previous calculation that druid heals scale subpar due to low basehealing (i.e. I'd need more than 9500sp to overtake a paladin on say, casting HT vs. DL, due to way lower base healing), but the past few raids were nothing but frustrating.
Confirmation: Grace still not affecting Atonement heals. Atonement does, however, gain from the 15% bonus of Archangel. Gonna keep my fingers crossed that one day Grace will benefit Atonement, but for now I'm not going to hold my breath
I posted a thread asking about Grace and Atonement on the official forums here:
Hopefully this isn't a question that has already been asked and i've missed it. I'm posting it here instead of the spec specific threats, because i'm interested in both BM and SV (and even MM in case it is getting buffed again).
So yeah.. I understand the (dps-wise) way mastery and crit work. However, haste is still quite a mistery in some way to me.
It seems that haste's biggest benefit depends on the cobra shot speed (as aus, pet and focus reg aren't a big portion of our damage compared to the other secondary stats), and at several magic numbers, it has a certain impact on our rotation, which provides a dps-"jump". Then the next haste points are worth less again, until the next magic number is achieved.
Are some these magic haste values already known? If so, which are they?
I'd like to test it myself, as i would usually do, but right at the moment there's too much rl and too little nerding for me...
(And sorry for my poor english... Not native, see)