So your name is under the ThinkTank entrie for nothing?
Originally Posted by Binkenstein
In the long run, I think it's pretty much pointless to talk/discuss/argue about which racial bonus is better, partially because it's a very very minor difference, partially because the Draenei hit aura beats both hands down, and partially because, no matter how you try, I will never ever roll a troll if I can avoid it.
Maybe i forgot to say that haste is calculated at the beginning of a spell and spellpower at the end, so the effect of berserking lasts about a second longer, if you started the spell short before berserking is fading.
Assuming that you have the choice between Tauren/Orc/Troll the best decision for an elementalshaman on HORDE site would be Troll. Furthermore some bosses are still beasts like in the collusseum so the extra 5% dmg from beastslayer are also interessting.
Disclaimer: I don't PvP. So this is purely from a PvE perspective.
I do raid regularly with both a priest and a shaman as healers and i've come to a number of questions / suggestions about Chain Heal.
Chain Heal is a 2.5 sec cast and hits 3 targets within 10 yards range.
The Glyph of Chain Heal (GoCH) adds an additional jump making a total of 4 targets hit.
Issues / Questions:
1. Why is the range so limited? Even in 25 mans, where CHeal is most effective - having more targets to hit, it seems rather strange to have such a small range from initial target to subsequent targets.
2. The Cast Time makes subsequent casts (spam) less useful as by the time a cast is finishing, the target (which would ordinarily be one of the lower HP players) is probably healed by other healers.
3. The base number of targets is low - having an additional target as base would make CHeal more useful.
1. Glyph of Chain Heal A: Increases the jump range of your CHeal by 10 yards.
2. Glyph of Chain Heal B: Increases the range of your first jump of your CHeal by 20 yards.
3. Glyph of Chain Heal C: Makes your Chain Heal instant cast but now has a cooldown of 6 seconds.
4. (Current Chain Heal glyph): Increases the number of targets hit by your Chain Heal to 4.
What does this provide:
Shamans are decent tank healers, but depending upon the encounter if we are to tank heal may mean CHeal becomes redundant for that fight due to range. I know that the encounter makes a difference on this, but the "negatives" of CHeal (Cast time, range, targets) add up to make it a poor cousin to other AoE heals (CoH / WG).
I'll take something like XT as an example - healing the MT or ranged with Chain Heal will more than likely waste the
subsequent jumps. Compare this with WG or CoH which will hit multiple targets whether used on the MT or ranged.
I'm not proposing that all of the changes happen to the base spell as that would make CHeal overpowered. I like the idea of using glyphs to change the spell though as that makes it more player-orientated.
There is a balance between making Chain Heal more useful and overpowered, but I do feel that in its current form (and the proposed range change in 3.2 to 12.5 yards) is too weak. The range is the issue much more so than the subsquent healing done buff that 3.2 provides IMO.
I'm curious as to how the rest of the Resto Shaman players feel about the above points.
Long time reader, first time poster. I have not read everything in this thread, so please excuse me if this has already been discussed or analyzed to death. Primarily I have been focusing on Agi like every good SV should, but I have a question about the "third" bonus that is listed on the items. Generally I like Crit, Hit(if needed) or ArP, and Atk Pwr. But this is where my question is.
When you guys look at a piece of gear, what is the first thing you look for and compare? Agi is king, but what about the three bonus stats that get added? Assume you are hit capped. Do you look for Crit first? Do you look to see if you are haste capped or close to it? Do you grab the ArP in prep for MM? What three stats do you look for on the item assuming hit is capped?
Thanks in advance and for all the work you guys have done here. I love reading it!
When you guys look at a piece of gear, what is the first thing you look for and compare? Agi is king, but what about the three bonus stats that get added?
If you use the spreadsheet it will show you how much DPS you gain per point of a stat. Its in the overview tab(make sure to click CalcAttributes). I cant speak for everyone, but for me in my Survival spec its:
Agi > 2AP > ArP > Crit > Int > Haste
I would also recommend collecting ArP gear for a future MM spec even if you arent using it now, but as you can see ArP is still rated pretty highly for Survival too.
Ok thank you, I will have a look later this evening. I wasn't aware that the code is publicized.
I'm sorry for the confusion caused. Let's end this discussion now - I was just noobish, not realising that the code was out there the whole time.
I don't take Empowered Healing at all, because I benefit more from taking Blessed Resilence.
Yesterday on Freya 3-elder kill I did 14,46% of my total healing with Flash Heal (I didn't cast greater heal at all). 387 452 healing done by flash of my total of 2,679,284. Binding heal did 100 609, so combined with Flash it totals up to 488 061, which is 18,2% of my total healing done.
I'm using WWS numbers so those don't include overheals, but the overheal% was roughly the same on all so I'll ignore overhealing. I use Freya as an example, because for me it's hardest fight in Ulduar, healing-power wise (only fight I haven't done or seen is Algalon).
If I switched the 3 points from blessed resilence to empowered healing, I would lose 3% of my total healing and I would gain +12% to Flash/Binding Coefficiencies. -3% total healing would lead to 2 679 284*0,97 = 2 598 905 points total.
Formula for flash healing done would be -->
(2040 + (0,12+1.5/3.5)*2800*1,88)*1.1 = (2040 + 2888)*1,1 = 5420 instead of
(2040 + (1.5/3.5)*2800*1,88)*1.1 = (2040 + 2256)*1,1 = 4725
5420/4725 = 1,14708 = 14,7% increase in healing done by Flash Heal.
Formula for Binding heal is same as flash, but with an additional *1,1 & *2 in the end
(2230 + (0,12+1.5/3.5)*2800*1,88)*1.1*1,1*2 = (2230 + 2888)*1,1*1,1*2 = 12 384 instead of
(2230 + (1.5/3.5)*2800*1,88)*1.1*1,1*2 = (2230 + 2256)*1,1*1,1*2 = 10 852
12 384/10 852 = 1,1411 = 14,1% increase in healing done by Binding Heal
So if Binding Heal is 3,755% of total healing done it would do 2 598 905*0,3755 = 97591 healing done. 97591*1,1411 = 111 360 --> 13 769 increase in healing done by this spell
Flash was 14,46% of total healing done, so 2 598 905*0,1446 = 373 202. 373 202*1,147 = 428 063 --> 54 861 increase in healing done.
2 598 905 + 13 769 + 54 861 = 2 667 505 healing done after losing 3% overall healing and gaining 12% coefficiency to Flash & Binding Heals. That is LESS than my original healing done (hopefully my math didn't go wrong anywhere). So in other words, I'm better off with taking blessed resilence, than empowered healing.
The non-math version: the less you use Flash/Binding/Gheal, the less you benefit from empowered healing. I almost never use greater heal, if I must tank heal I'll use my disc spec. Flash and binding heal are both spells that are not meant to be spammed: spamming them is a bad sign, especially when you are raid healing. There are better tools for healing masses of people. 3% from blessed resilence improves ALL of your healing spells, and since I use other spells than flash/binding a lot when raid healing, it's better to have ALL of your spells improved than only 1-2 spells that you almost never use anyway. Around 70% of my flash heals cast that fight was Surge of Light procs.
Hmm, you are absolutely right, though I think you could have spared me the non-math version. :P While I do use FH and BH slightly more than you do, I think in the end, I would net a larger amount of healing done with Blessed Resilience. Thanks!
This leads me to believe that my holy spec has some points that could be better spent.
I have a question about arcane currently whats better in ulduar Arcane or Fire i have raided as fire for 1 1/2 years now and was wondering which is better and for arcane what stats do u stack
For Ulduar Fire is generally better. Arcane has it's moments on fights like Mimiron and Hodir. However Vezax, I would go with fire or even better Frost or FFB given that Evocate is useless in that fight and Evo is a major rotational utility for Arcane. Arcane generally stacks Haste over crit. Fire you try to even out Crit and Haste.