Healing Rain, Healing Str Totem, Riptide, ELW, and Earthshield. These abilities are my bread and butter. And are all pretty much "Set and forget" so I can do direct heals. All of these can crit now!
The direct heal crits are through-put, mana regen, and AA procs.
I think I am going to move to a Crit Spirit Int build (in that order) based upon experience and the Thcrafting from here.
Next question.
What is the spirit cap for 85? Do we even worry about this with this level of gear?
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.
I had been avoiding haste thinking that mastery would provide more benefit. STR > Hit > Expertise > Crit > Mastery > Haste since 2 fillers seems to be the best way to go, anyway.
I have all 246 heroics with the Vicious Boots and exalted guardian's belt.
I had been using Crit/Hit gems to make up for the blue > red requirement for the meta. I am planning on dropping mining for LW soon, but I only have 2 JC gems socketed atm.
I'm also missing the exalted therazane shoulder chant and a few of the higher level enchants.
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?
My meleeattack does about 19% of my damage a 25% buff for 10 seconds kinda sucks. I believe the icd is 60 seconds.
The agility on it seems tempting though.
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.
I've been following the hit/expertise cap discussion for a bit now, and decided to go full on mastery (ignoring hit and exp) to see what it would result in. Tonight my guild and I entered Blackwing Descend for the first time and had some test tries on Omnitron Defense System. I was raiding with 0.89% hit and 8 expertise and the amount of misses got me so utterly frustrated that I simply cannot understand why anyone would advocate for simply ignoring these two stats and just stack full on mastery. Occasions where I had to Mangle three times to apply the mangle debuff, rips missing, severl misses of ferocious bite in a row. I just can't understand why someone would be okay with this, especially in progression raids. One one of our Magmaw tries I missed Faerie Fire 4 times consecutively.
Are there any new insights on this matter, because I simply can't understand why this is advised by some people?
I to am in the same boat. Though, I just made a post about it in the Kitty Q&A forums.
Still not sure why OP lists destro spec with Imp SP - you don't even need simcraft to see that BoH is worth spending one point, when the point you're taking it out of is never cast - look at the priority list:
Where is searing pain? Nowhere, it's not cast. As far as simcraft is concerned, neither is BoH - on a Patchwerk style fight. In current content, there are enough encounters with multiple mobs that there is no reason whatsoever not to take it. You lose nothing by taking the point out of Imp Searing Pain, a spell that is never cast.
As an example, here's a breakdown from a BoT Ascendent Council attempt (5% wipe QQ):
300k (8% dmg) for 2 GCD. Can someone please explain why this is not worth taking when the sacrifice is literally 0 DPS??
Will someone create a Shadow Priest Compendium??!!
I have always been a Disc priest but want to change to dps for this expansion. I know tha shadowpriest.com has some information but it is spread all over their site in small bits and pieces and it is almost impossible to put any clear information together.
I also prefer you guys over anyone else for my source of information.
I am having a very hard time maintaining any kind of a decent DPS and figuring a "rotation" of sorts that will keep things going and not deplete my mana instantly. I know there is no rotation to speak of for the shadow priest, but there is a lot about it that I do not understand, like when to use the orbs and when to use MS instead of DOTs and all that stuff.
Well in short, it would be great if someone could make a post on here that outlines all this information, like the stuff that is posted for the healer priests.
If someone would like to help me, feel free to contact me on here by pesonal message (I think I can recieve them) or come find me on the Alliance side of Burning Legion (US) and lets chat. My characters name is Ottara.
i start playing with my warrior after one year stance. i read all what u write at this topic, and i just wanna ask ( im not good in wow, its cold now, out is snow and i have some time to play and get fun ) can u please put me best rotation for warrior pve/pvp? and macors too? )
Im a little lost when they say Frostfire orb should be used? I dont have that?..I have a flame orb is that the same can it be used?..I can not seem to hold a decent dps, I start out great then it goes down, Im level 85, and can not get through one heroic dung....
I'm trying to figure out what is the BiS 346 main hand dagger for Assassination.
I currently have the Meteor Shard, however I'm not sure how good the proc is (or how to calculate it) compared to say, the stats you get from Steelbender's Masterpiece. It appears that the list for MH weapons on the first page of this thread isn't in order of EP value. I only ask because we are about to start raiding real content.