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2.1 Resto Druids the new Holy Paladin?
Heres a little bit of theorycraft (ok bear with me please).
At around 1400 +heal (obtainable with dungeon blues, rep rewards, +18 heal gems and +healing enchants) lifebloom ticks for roughly 200 hp/second. Next patch this will stack 3x for 600 hp/second. Say you are in a 25 man and you have 6 resto druids - have them all stack lifebloom to the maximum on the main tank (recasting every 6 seconds to keep it going) and you get 600x6 = 3600 healing... per second, every second. Throw in 2/5 moonglade and have the druids toss on rejuvenation to the MT, and your tank gets an additional ~12% to dodge and 4800 hp rejuvenation ticks every 3 seconds. Even with an extreme burst encounter such as maulgar, your tank is going to be gaining over 5000 hp per second, and of course there is the option to toss in regrowths and or swiftmends when necessary to counter additional unforeseen burst damage. The kicker? This can be sustained almost indefinitely in tree form, with a shadow priest, flask of mighty restoration, and pot usage for lengthy encounters. It also only uses only 3 global cooldowns every 12 seconds, meaning that each druid will have another 2 GCD's (accounting for latency) to toss out hots to other raid members as necessary. The added bonus to this is that each druid has an innervate, meaning they have a second mana pool available on demand, and a combat rez to bail out any people who f***ed up and got themselves killed. Admitted problems with this strategy: 1) Buff limit. I'm not positive how many buff slots a fully raid buffed tank will have in 2.1 after the consumable nerf, before HoTs might knock him out of defensive stance or remove fort/imp/food buffs. 2) Lack of Druids - lets face it druids are the least played class. Pure restoration druids are even harder to find. Telling your healers to reroll a druid, level to 70 and gearing him out probably isn't the most convenient option for most guilds. |
Imagine the content of your post without the lifebloom changes and then ask yourself why people don't do this right now.
Tree of life is terrible, hots are not reliable for mt healing. |
I was playing around with this today before work. My lifeblooms were ticking for just over 500 with a 3 stack, and that's with like 1250 healing.
Rejuvs were ticking for like 800, so that's another 267 health per second. If you always have a triple stack of lifeblooms and rejuv up, that's 767 hps in my gear. Taht sounds pretty good, but on the other hand, I don't think that's better than what you can do with healing touch, which has the added benefit of being able to spell cancel and get outside the 5 second rule. It's definitely going to be a cool toy to play around with and I was impressed by it on the PTR. But once I started thinking about it, I don't think it's going to make us anywhere near as good as paladins are right now. |
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You'd still need to have 1-2 other healers to cover tank transitions (while the lifebloom stacks are being built up), among other things. |
You will never have more than 2 healing druids in any given 25 man raid, purely because of class balance, unless you are missing classes which is generally bad. Who are you going to replace ? Priests still provide far superior raw healing (not to mention faster), consistent and reliable aoe healing, shields etc. Paladins are needed for blessings and shamans for totems/heroism. Druids bring almost nothing to the table to compensate for those benefits. Even our decursing and depoisoning abilities are hardly utilized (only thing that comes to mind is a nasty poison of a certain trash mob in SSC). Combat res is nice and handy but for the most part, modern encounters encourage a "learn not to die" philosophy. On top of that, I can't really remember when was the last time an innervate was asked of me by any other healer. My point is, the classes you mean to replace for your experiment are protected classes that fulfill a role that a druid cannot fulfill at the moment.
As for lifebloom, yes, 3 stacks of lifebloom can tick for a lot but the mana cost is also heavy and can become quite tedious on long encounters. As has been stated hots are not always reliable for MT healing. You need very good timing if you want to take advantage of the lifebloom "bomb", else its pretty much wasted mana since your target is getting overhealed by other classes (yes paladins for the most part). |
I'd be hard pressed to find six tree druids in my guild alliance, I think. I won't go tree myself because the drawbacks are fairly large - can't use HT, can't cure poisons or remove curses - and the points for it are a little dubious for MT-healing - HoTs get healed over all the time.
I agree that it's quite possible you could do the above, but consider that you're attributing 5000 hps to 6 healers - that's 833hps per healer, or 2500 heal every 3 secs, about the same as you'd get from a mid-rank Healing Touch, plus you can cancel the HT if the MT didn't take the hit. |
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Consider a Lifebloom stacked up to 600 healing/second. Assuming the burst from a boss is unable to kill the tank in less than 2 seconds, that's about as good as adding a flask to the tank, as he's guaranteed to get two ticks of this HoT during the burst cycle. I couldn't give numbers on other bosses, but when I tank Maulgar, I'm taking around 1400-1500 sustained DPS. Figure 50% avoidance and multiply out by crushes, and you're looking at a potential maximum burst of 4000 DPS. If Maulgar is not able to kill me from maximum health to zero in less than 3 seconds, then you can add on all the 3 second HoTs as mitigation as well. At around 1500 healing, a ToL Druid can throw up around 1000 Healing/Second between a Regrowth HoT, a Rejuv, and a Lifebloom. 4 Druids spec'd this way would keep me up in this situation no matter what else happened, as long as they maintained their HoTs. Finally, HoTs are critical for times when healers need to move around. Not every fight is Patchwerk where healers focus on one healing bar and never worry about other raid members, AoE damage, or moving. We generally find that in fights where a tank can get bursted down, heavy HoT usage cuts down on our problems significantly. |
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Also I really wouldn't understimate the effect that multiple 2 piece moonglade bonuses can have on your tanks avoidance. I've tested it, and it does stack between rejuvenations from different druids. As for a general lack of druids and of course the general crapiness of raid stacking, yes I acknowledge those problems, but this is theorycraft after all. |
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Non-tree healing druids will also benefit from the lifebloom changes, and can keep up rejuvenations, etc. in addition to the ability to use healing touch, which is still one of our best spells. The extra efficiency tree receives while casting hots is easily offset by use of consumables and smart group composition. So what is it's actual benefit? You get more +healing on all of your hot spells and your group members all have amp magic without the downside. Think of all the times when the tank needs burst healing, exactly what hots are not sufficient for(things like hydross and leotheras where the tank can take upwards of 7k dps in a short timespan), would you rather have slightly more efficient and potent hots on a tank or the ability to heal for 8k in less than 2 seconds(ns+ht+swiftmend)? I'll take the latter every time. HoTs are incredibly powerful - that I do not dispute, they are just ill-suited to heal tanks for most fights in which the tank is in danger of taking immense spikes in short periods of time. Additionally funball, I haven't tanked Maulgar in a few weeks, but I seem to remember being crushed and then arcing smashed less than a second after for about 6k each(maybe more). Those numbers may be off, and I'll have to actually tank it again before I can answer definitively, but it would seem he's capable of putting out alot more than 4000 dps, no? Is there something painfully obvious that I'm forgetting? Also, I'm sorry for derailing this into a 'tree sucks' thread. |
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I'm not going to derail anymore, but tree really stinks, IMO. |
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4000 DPS is a back of the napkin calculation for "sustained burst". This means, given a 1500 DPS average, 50% total avoidance, and 15% potential crush rate, what could his DPS be over the course of 10-20 seconds if everything hit and everything crushed? Since the 1500 DPS average also includes the damage from his specials, his auto attack DPS would be lower. We can safely assume that when you enter into a burst damage zone from a special, you'll start at full health, be bursted down low, and then come back up to full in 2-4 seconds. Not much different than with direct heals. All that being said, ToL needs help. |
3x stack of lifebloom refreshed at the last minute plus a Rejuvination that's Swiftmended when a spike hits. That's over 1khp/sec with Swiftmend and NS + Regrowth covering spikes (figure at least +1300 healing.) Compare that to around 2khp/sec for my Holy Priest. Also, how long can the druid sustain that kind of healing?
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Sustainability is pretty easy for a resto druid. In tree form lifebloom costs a whopping 174 mana and you'll get anywhere from 2000-3000 healing per cast depending on if you're letting it bloom, or refreshing a three stack.
You kill your FSR regen keeping one rolling, but with innervate giving around 9000 mana you can see how it's not terribly difficult to keep up. |
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