Can someone do an analysis and compare the benefits for shard of woe mage vs healer, besides the obvious arguments (Op for healers, best trinket for mages). If there is any math to back it up. Also what is the exact dps value of shard of woe? I'd appreciate it if someone could help me out. Theorycrafting programs can only do so much. I need one of you math experts to help me out I would appreciate it much. Thanks
Well only thing i would recommend is to still cling to Glyph of Lightning Shield, as there's still the possibility to loose stacks in certain fights. Although i thought of dropping it myself, once. (Just realised you have it in your second spec; Do you switch between bosses all the time?)
DPS wise I'm not really the best myself, since my role in my 10 man raid is kicking, purging and sometimes even help out with a heal, but i think the key is knowing the fight and the situationals: movement, cooldowns, BIG cooldowns, which is basically the key to every DPS class. Especially for Elemental i consider hardest managing Fulmination/ES with FS and use of SWG.
Considering AoE we may be flawed. EQ is broken, FN is close to broken and i stick to my glyph of CL and single traget rotation with Thunderstorm when possible.
So I'd say:
Check your movement dps while raiding, see if you can adjust something here. Highly recomend dropping searing totem while movement even if it isn't close too expire, since every spell on the move is dps loss and you shouldn't redrop it while you are able to go all out.
Check your Fire Elemental Totem uptime, which should be close to 2 mins.
I made a screenshot of the fight with Cho'gall, where we actually downed him for the first time. I was with a druid and a shaman healer. Because my offspec now is discipline i reforged my mastery to haste rating, ill probably go back to mastery though. I appreciate your comments.
So for Haste, if you can't hit the 2005 haste rating cap, is it even worth reforging/gemming to Haste over say Mastery or Spirit?
As long as you stay above the 916 mark that is.
Haste to a WG or RJ breakpoint(916 or 2005 with 5% haste)Int>Spirit(until you have enough mana for your longest/hardest fight)>Spell Power>Mastery>Crit/Extra Haste
To be precise, with 60% average benefit from mastery, in an 8 minute fight with full buffs except for Dark Intent and Focus Magic, stat weights are as follows:
0.45 Spell Power
Haste in this instance, is additional haste past breakpoints, which is clearly bad. This is from Slourette's post here a couple months ago (I couldn't find it to link). Some of the individual stat weights have changed a bit, but the overall priority hasn't.
What this means in a nutshell, is you want to be very close to a RJ or WG breakpoint. Extra haste past a breakpoint, is wasted itemization.
This is largely because RJ which is a large part of our healing gets no benefit from haste, since its gcd capped already, unless we get an extra tick.
So stay at 916 haste and reforge for more mastery, until gear allows you to jump up to 2005. It's worth losing 200+ INT to get to 2005, in the form of haste chants/Gems/lower I-lv haste items.
Also 2005 haste is worth a bit less relatively, in 10 mans since mastery does somewhat better. But 2005 is still well worth probably 50-150 INT depending on healing assignments/style in 10 man.
(I know this has all been covered, but I thought it'd be worth one post to reiterate since we are on page 50 here.)
All anyone ever needs to know about being a Resto Druid in PVE, complete and up-to-date guide at: Resto Raiding Guide
All this talk of numbers is giving me a headache. (: Honestly, im not this hardcore of a player. but i am wondering, What can i do as a good rotation for an affliction lock, and whats a good talent set up? i saw a few rotations on here, but nothing about exactly how to set up talents. I dont know. Maybe i missed them. There is quite a bit of information. Anyone willing to help me?
Tier 12 Bonus and Chain Heal
Chain Heal’s bounce range has already been increased about as much as the engine supports without causing odd behavior and/or undermining the purpose of the spell. It’d certainly be a better spell if it jumped 20 yards, but at that point it’s just a smart heal with a funny visual. And if it can bounce to the same player multiple times, then it’s just the best heal to use, always.
I think you're undervaluing the benefit of not consuming Riptide. That potentially amounts to a sustained 25% boost to Chain Heal’s throughput, which is huge, in addition to the healing conserved by not losing a portion of your Riptide. And while Chain Heal is easier to use efficiently in a 25-player raid, if the heal hits three targets it is quite efficient, and those situations will arise frequently in 10-player raids.
Ultimately, because healing gameplay is naturally varied (as opposed to DPS rotations for a min/max player), whenever we come up with healer set bonuses, unless they’re incredibly vanilla, they will inevitably favor some healers’ playstyles over others. And the latter group will say “but I never use , this bonus is terrible!” while a separate but less vocal group is giddy over what they’re getting. The original bonus was flawed because it really did play directly into the greatest weakness of Chain Heal in 10-player raids by requiring a 5th target to be of any use, but this bonus will be incredibly strong on 10-player Firelands encounters like Fandral, Beth’tilac, Rhyolith, and more. And on the encounters where it’s weak, Chain Heal isn’t really the right spell to use in 25-player modes anyway.
I am wondering if seasoned winds stack with your resistance. If you already have 195 resistance to something say shadow from shadow protection does it add the additional 195 to it to become 390 resistance? I don't want to spec for it to find out that my 25m buffs are enough. I would rather the imp shield.
Hey, today we started progressing Valiona and Theralion hardmode on 10man. Ive got beaten hard in the dps meters (Im fire on this fight), so I have few questions.
Do I always have to keep LB on both dragons? Can I also fire an occasional Pyroblast to the one at the air (if I have the dot already on the main target or just to keep 5% crit buff up)?
Do I burn my first combustion as soon as I get the first bigger crit and wait for engulfing magic for second one?
Is arcane better on this encounter? (basically its one target encounter, but arcane isnt great while need to move)
Hi all, I am a new one here, and I really need to ask this question:
DS is supposed to heal with offhand wih ToT in CATA, but I need to know whether it is supposed to heal on WotLK?
For example, assume that you have two diseases on target, and you speeced ToT and you are a DW DK:
Now when trigerring DS, you land two hits on target, which means 10% health restored via main hand + 10% health restored via offhand, totalling 20% health restored everytime you use DS (assuming it hits, and not blocked)
I'm not able to get a definative answer concerning mastery. I've been told that mastery is only increased by whole numbers. For example I currently have 14.96% mastery, so myfrost damage is increased by 2% for each whole point of mastery but the .96 mastery doesn't increase my frost damage at all.
Or simply put the .96% of mastery is wasted.
Can someone please tell me if this is true or not.
(I realized that mastery isn't a prefered talent for frost but if the .96% of mastery is being wasted it would make more sense to try and get that extra .04% mastery to increase the frost damage.)