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Old 07/12/08, 12:15 PM   #51 (permalink)
Bald Bull
 
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Undead Warlock
 
Hyjal
You're only looking at current usage and neglecting how the talent would change the playstyle of you and others. If rejuv is flatly better for raid-healing because of Replenish, you'll be using it more often, and other healers will often prefer to let you do it. Also, CoH and chain heal won't be tossed around as much because of cooldowns.

 
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Old 07/13/08, 2:28 AM   #52 (permalink)
Glass Joe
 
Night Elf Druid
 
Dunemaul
About the topic of stealth runs, I currently and almost daily, do stealth runs of all three coilfang instances in about an hour. I dont really see how the OOC rez will help with the stealth runs. If one person dies we can almost always rez them (2 druids at least for tank and healing). Also steath detect mobs at choke points really dont stop stealth runs, unavoidable stealth detect mobs in agro range of several pull stop stealth runs.

I really hope that they keep instances stealthable to some degree (even with shorter instances) as I really do enjoy stealthing instances.
 
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Old 07/13/08, 11:36 AM   #53 (permalink)
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Night Elf Druid
 
Ravencrest (EU)
* Improved Tranquility: Now also reduces cooldown by 25/50% and reduces threat by 30/60% (as opposed to 50/100% currently).

This still does not really improve the ability enough in my eyes.
When we first got the new 10 min version in TBC it was really useful as a strong once-off heal which any Druid could use (Hello DLKazzak) and was situationally useful, but for Resto Druids it was still mostly 'meh' and never really improved beyond that.
5 mins is still far too long to bring it into an ability which would get more usage than it does now, I'll estimate a 2-3 min CD (for Resto only) would be needed for it to enter the realm of viable healing spell that can be relied on.



* Nourish: Heals a friendly target for 1550 to 1800. Heals for an additional 12% for each Rejuvenation, Regrowth or Lifebloom effect cast by you active on the target. 1.5 sec cast.

This spell is interesting, but being for your own HoTs only somewhat ruins the ability/synergy it had to allow a Tree + Hybrid combo which would work amazingly well with each other in raiding although it would of had very high potential to become insanely overpowered with more than 2 so fair enough I guess.
Regardless it's still something we have asked for and will be very nice to have outside of raiding, can't really complain about it that much.



* Living Seed: When you gain a critical effect from your Swiftmend, Regrowth, Nourish or Healing Touch spell you have a 33/66/100% chance to plant a Living Seed on the target for 30% of the amount healed. The Living Seed will bloom when the target is next attacked. Lasts 15 seconds.

This seemed much more interesting when there was the extra talent which added 5-15% more crit on your spells, without that talent this one becomes much more lackluster.
It's something nice to have as a 'bonus' but nothing you would count on or gear around right now.



* Replenish: Your Rejuvenation spell has a 5/10/15% chance to restore 10 Energy, 4 Rage, 2% Mana or 10 Runic Power per tick.

Rather happy to have the T3 bonus back, it was really nice and a unique incentive to use the RJ spell more often, can't speak a bad word of it.



* Gift of the Earthmother: Reduces the global cooldown of your Rejuvenation and Lifebloom spells by 0.1/0.2/0.3/0.4/0.5 sec, and causes your Healing Touch and Nourish spells to refund 1/2/3/4/5% of their base cost for each healing over time effect on the target.

I have an issue with the haste component even when I think of it as two seperate talents in one, it needs to be lowered to 0.25-0.3 sec else it will cause conflicts with gear and force people to alienate enhancing and utilizing other spells.



Overall im quite pleased with how Blizzard have treated Resto Druids in WoTLK, talent thinning, spell enhancement, weaknesses improved and fun stuff.

The only grey area for me right now is how the Healers will justify themselves in WoTLK raiding, we still do not really have any notable reason for more than 1 Resto Druid beyond healing output (re: Priests).
While im rather happy about the raid-wide ToL aura, unless it stacks (which would be really awsome/overpowered?) then the old Barks Blessing would of been far more useful in terms of giving raids an incentive for bringing more than one of us, I guess we will see how things pan out in the Beta when we know the direction they are trying to take with Raiding but still.
 
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Old 07/13/08, 1:33 PM   #54 (permalink)
Von Kaiser
 
Human Priest
 
Silvermoon (EU)
Originally Posted by Playered View Post
The only grey area for me right now is how the Healers will justify themselves in WoTLK raiding, we still do not really have any notable reason for more than 1 Resto Druid beyond healing output (re: Priests).
While im rather happy about the raid-wide ToL aura, unless it stacks (which would be really awsome/overpowered?) then the old Barks Blessing would of been far more useful in terms of giving raids an incentive for bringing more than one of us, I guess we will see how things pan out in the Beta when we know the direction they are trying to take with Raiding but still.
It all depends on the fight tbh. A resto druid puts out magnificent healing at M'uru P1 or at KJ f.ex, every fight where you have constant damage or a steady flow of DoTs on the raid is where resto druids are kings. The stackability of druids get granted by your unique spells rebirth and innervate. Hopefully you'll want 1 of each spec in a raid however.

With the merged damage/healing components on gear I could definitely see a raids healing squad consisting of 1 holy paladin, 1 resto druid, 1 resto shaman, 1 disciplin priest, 1 holy priest and an elemental shaman helping healing at those oh-crap-moments.
 
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Old 07/13/08, 6:08 PM   #55 (permalink)
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Night Elf Druid
 
Ravencrest (EU)
Im cautious when regarding the "1 of each spec" rule and healers together.
With 5 capable healing specs and more than 5 healers required you will need to double stack some classes to the point where the ideal is 2 of each class healing + 1 of the hybrid roles being there to maintain this 3 of a hybrid class which is still rather messy.

So then if you assume 2 Priests (Holy / Disc), Pala, Druid, and Shaman your still sitting with needing +2/3 healers (by todays standards) and those spots would be filled by who exactly?
The merits for those spots will again be taken by their benefit of enhancing raid DPS (Shaman / Pala**) or will it (rightly) go to the healing they bring?

Will Hybrids (Ele Shaman / Moonkin / Protadin**(?)) be the ones filling the additional slots or will it boil down to pure healers still?
 
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Old 07/13/08, 11:32 PM   #56 (permalink)
Glass Joe
 
Tauren Druid
 
Khaz'goroth
The following applies to raiding druids mostly.

Doing the math, compared to a druid with 308 haste rating (20%), this spell will be a 25% increase in healing output from LB and rejuv. Assuming these spells are 60% of a druid's healing in WotLK, this would make the talent a 15% increase in healing output. However, I believe the only new spell that will see wide use is Flouish, and with a 6 second CD, I believe LB and rejuv will still account for 80% of my healing in WotLK, as they are about 100% in Sunwell fights. At 80% of healing being done by LB/rejuv, the talent becomes a 20% boost to total healing output.

Then, consider that a druid will no longer have to gear for haste they can go straight for plus healing again. They will also get more regen that haste gear usually lacks compared to 'normal' gear. Since regen may once again be a factor for druids in WotLK (Lifebloom doubled in cost, spirit regen function changes with level increases, casting many more spells through this talent) these factors are important to consider. And although the other benefit to direct healing spells with this talent is very small, it cannot be totally discarded.

All things considered with this talent, I would say it is the best in the game (including other WotLK talents we have seen) for any healing tree. Yes, some one or two point talents are better than it point for point, but since there will be 10 or more spare points after grabbing every core resto talent one should probably look at the whole benefit when comparing. And when you do that, I believe there is simply nothing better.

I also wanted to say I think Flourish is great even with a 6 second CD and will shore up the raid healing abilities we and pallys lack. I can't wait to tank the melee boss(es) that will only aggro from healing spells (you know they are coming). Replenish is pretty bad as is, it has situational, small, and very random benefits at best.
 
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Old 07/14/08, 3:48 AM   #57 (permalink)
Piston Honda
 
Tauren Druid
 
Dentarg (EU)
Originally Posted by Soco View Post
Replenish is pretty bad as is, it has situational, small, and very random benefits at best.
Assuming it procs of every tic, healing or not and also assuming a 10k mana pool, its about a 40mp5 effect added to your rejuv. Some unknowns, but it might turn out powerful.

I also read some earlier version where it was affecting flourish, which seemed overpowered. They might just look at other spells they can add it to, like regrowth for example or adjust the procrate if it stays rejuv.
 
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Old 07/14/08, 3:53 AM   #58 (permalink)
"If its not the best then its wrong"
 
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Tauren Druid
 
Mal'Ganis
10k mana pool is wrong.

The waters restore 13.2k mana over 30 seconds.

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Season 3 was pretty serious business. There's really no telling what Season 4 will hold.
 
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Old 07/14/08, 5:04 AM   #59 (permalink)
Glass Joe
 
Night Elf Druid
 
Hellscream
It looks like Blizzard is moving us more in a both preemptive and reactive style of healing, giving us new reactive spells while keeping our preemptive nature intact, of course while throwing in a bit more AoE abilities for utility. Not that it's a bad thing that it would seem that Blizzard intends on our healing style being a little more active; looking at the arsenal of our healing spells, it'll be interesting to see if we develop a healing cycle like we have now, or will we use a dual-natured cycle of using 1-3 seconds keeping pre-existing HoTs up, with the remaining 4-6 seconds devoted to a reactive style of healing. Personally I hope for the latter.
 
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Old 07/14/08, 5:43 AM   #60 (permalink)
Piston Honda
 
Tauren Druid
 
Dentarg (EU)
Originally Posted by sadris View Post
10k mana pool is wrong.

The waters restore 13.2k mana over 30 seconds.
Obviously its wrong. But if i would have said 20k mana pool and 80mp5 someone would have commented "but thats lvl 80 values". I think putting such easily scaling abilities into perspective of lvl 70 is better for grasping its usefulness than having to explain the whole lvl 80 scaling for one small comparison.
 
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Old 07/14/08, 8:06 AM   #61 (permalink)
Don Flamenco
 
Tauren Shaman
 
Wildhammer (EU)
Rank1 rejuvenation is mini innervate with replenish. Give more than consume.

Slow, slower, shaman weapon.
 
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Old 07/14/08, 11:27 AM   #62 (permalink)
Glass Joe
 
Night Elf Druid
 
Korialstrasz
With the reduction of GCD of up to .5 second, which would take our GCD of Life Bloom down to 1 second, my question is how would haste have much of value to a restoration druid? Assuming things stay the same with GCD and right now you can only reduce the GCD to as little of 1 second, it seams that for a druid that relies heavily on Life Bloom (for me it is 90% of the healing that I do right now) that haste will be a attribute that would be mostly wasted.


Also it seams to me that with the change to the Tree of Life form that spirit will be a less valuable attribute then it is now, since instead of 25% of our spirit being given as healing received to those in our party it will now be a flat 5% increase on healing received to those in our party/raid. I view this as both a buff and a nerf to our aura, a buff on who all it will affect but a nerf to the amount of healing given by our aura (assuming numbers similar to what we see today). I say it is a nerf to our aura's affect in that some restoration druids have stacked spirit since they tend to be in the party with the tank, and they can be (when raid buffed) up to 800 spirit.
 
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Old 07/14/08, 11:55 AM   #63 (permalink)
Von Kaiser
 
Night Elf Druid
 
Dark Iron
Regarding haste: I think it depends on what the rotations will be, and what healing situations we'll find ourselves in.

If they're still LB and RJ heavy(3+ tank situations), haste will be fairly useless. Also, if they remove the 1.0s hard cap on the GCD, haste will still be useful, but I don't believe that this will ever happen.

In single tank situations, it will help smooth out LBx3/RJ/Nourish rotations, and help with the AOE heal GCD.
 
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Old 07/14/08, 12:06 PM   #64 (permalink)
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Night Elf Druid
 
Ravencrest (EU)
Spirit is an annoying stat still in general, if Priests didn't get additional +Healing from it im rather sure they would be less inclined to overwhelm their gear with it as they do right now.

Even though ToL aura is very weak right now (group restriction), it was the only possible thing we had to give an incentive to take it beyond a pure 'Regen' state - with that removed it really does just end up as a stat for regeneration and unless mana pots get overhauled that wont be enough to keep it as a significant stat (pending massive mana consumption changes).


If they perhaps re-added the Barks Blessing as an additional talent (upon healing your target it gets a buff which increases healing received by x% of your Spirit for y sec.) deep in Restoration then it should mostly address this concern (and provide a perk for dual-Resto) but...

Last edited by Playered : 07/14/08 at 12:59 PM.
 
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Old 07/14/08, 12:49 PM   #65 (permalink)
Von Kaiser
 
Night Elf Druid
 
Aggramar
I have retired from raiding hard until WotLK arrives and further, put my resto druid on the shelf but I intend to pick him up at the expansion. Until that point, I thought I was a pretty effective healer but I relied too heavily on my Regrowth spell, using max rank and a mid rank that hit for about 800-1.4K ish. (T5 2 pices bonus helps here)

Anyhow, the "Living Seed" proccing off of crits is interesting as talented, RG gets up to 50% crit and so with no stacking for it but with those talents, I was gritting 60-70% of the time on ths spell. Assuming that talent isn't changed, in order to not only put a long HoT on targets but to plant that seed, won't RG be a pretty powerful spell?

I'm looking forward to having a little wider range of spells to cast and seeing some changes that effect the utility of existing ones. Being an LBbot can get a little tedious at times.
 
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Old 07/14/08, 4:27 PM   #66 (permalink)
Piston Honda
 
Undead Warrior
 
Ravencrest
Originally Posted by Playered View Post
Even though ToL aura is very weak right now (group restriction), it was the only possible thing we had to give an incentive to take it beyond a pure 'Regen' state - with that removed it really does just end up as a stat for regeneration and unless mana pots get overhauled that wont be enough to keep it as a significant stat (pending massive mana consumption changes).
I wouldn't call ToL aura weak for its group restriction, unideal, but not weak. I don't think any tank group has complained about an extra +200 healing for all heals sent their way.

More importantly the aura isn't the only reason for Druids to stack Spirit. Spirit is far more advantageous for Innervate, for any fight where there are significant pauses and for a few nifty trinkets. The insane OOC regeneration of Spirit (I often hit 900+ raid buffed) means even if you spend only 10% of your time outside of the FSR, you can potentially get a pot or two's worth of mana.

The big problem now is that any class with a Spirit -> Mana Regen While Casting talent or spell has no reason to grab mp5.
 
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Old 07/14/08, 6:42 PM   #67 (permalink)
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Night Elf Druid
 
Ravencrest (EU)
As far as I was aware, Innervate comes under regeneration :P considering it benefits only yourself and not others you cast it on in relation to your Spirit.

Perhaps 'very weak' was not the best choice of words (and lets not go into the ToL Aura + Spirit stacking debate here), but on broad terms you will not see any considerable amount of Druids having the high quantities of Spirit which Priests do, or many socketing [Purified Shadowsong Amethyst] let alone [Sparkling Empyrean Sapphire] in comparison.
 
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Old 07/15/08, 12:43 AM   #68 (permalink)
Von Kaiser
 
Night Elf Druid
 
Shadowsong
hmmm, skill talent changes again... this post was rendered inaccurate

Last edited by takel : 07/16/08 at 6:42 PM.
 
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Old 07/15/08, 11:00 AM   #69 (permalink)
Piston Honda
 
Dwarf Priest
 
Skywall
Rank1 rejuvenation is mini innervate with replenish. Give more than consume.
Assuming a 12k mana pool, Replenish restores 144 mana per Rejuvenation. Less than the 20 or so mana you spend for Rejuvenation (Rank 1), it rants 124 mana. You probably lose more mana than this by losing 1.5s of FSR time. In any case, 144 mana probably isn't worth spending the GCD.

Also, think about the fact that this talent restores 10% Energy, 4% Rage, 10% Runic Power and 2% Mana @ 15% per tick. While these are not as equivalent as I make them out to be, I don't think mana regeneration is a particularly significant part of this talent.
 
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Old 07/15/08, 11:19 AM   #70 (permalink)
Don Flamenco
 
Tauren Shaman
 
Wildhammer (EU)
Originally Posted by Kortar View Post
Assuming a 12k mana pool, Replenish restores 144 mana per Rejuvenation. Less than the 20 or so mana you spend for Rejuvenation (Rank 1), it rants 124 mana. You probably lose more mana than this by losing 1.5s of FSR time. In any case, 144 mana probably isn't worth spending the GCD.

Also, think about the fact that this talent restores 10% Energy, 4% Rage, 10% Runic Power and 2% Mana @ 15% per tick. While these are not as equivalent as I make them out to be, I don't think mana regeneration is a particularly significant part of this talent.
If you need lot of mana and still can afford 1s per 12s. Then its give 124/12 * 5 = 51.6mp5. If Wotlk is mana drain this is something you might have to think about in rotation.

Slow, slower, shaman weapon.
 
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Old 07/18/08, 3:34 AM   #71 (permalink)
Piston Honda
 
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Night Elf Druid
 
Grim Batol (EU)
Updated the first post. Healing Touch and Nourish in ToL form. To be honest, I'm more excited about the fact I don't have to switch out of ToL form every time I need to rebuff someone who died. :P But who knows, maybe Healing Touch will serve a new use in WotLK. At least no more switching back after spamming the NS macro.

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Old 07/18/08, 5:16 AM   #72 (permalink)
Von Kaiser
 
Kamileon's Avatar
 
Night Elf Druid
 
Cenarion Circle
Originally Posted by Apollofatboy View Post
It looks like Blizzard is moving us more in a both preemptive and reactive style of healing, giving us new reactive spells while keeping our preemptive nature intact, of course while throwing in a bit more AoE abilities for utility. Not that it's a bad thing that it would seem that Blizzard intends on our healing style being a little more active; looking at the arsenal of our healing spells, it'll be interesting to see if we develop a healing cycle like we have now, or will we use a dual-natured cycle of using 1-3 seconds keeping pre-existing HoTs up, with the remaining 4-6 seconds devoted to a reactive style of healing. Personally I hope for the latter.
I would rather see the latter too.

In all honesty, the Wrath changes have me horribly conflicted. I haven't enjoyed my Druid in a very, very long time. (I wanted to switch to Priest for BC and all, but we had no trees.)
As it stands today, I'm still basically the only PvE tree in our entire guild alliance that fields 2 raids and hundreds of non-25 man raiders. (There's a couple alts that are Resto sometimes, and the new tree convert in our second raiding group.) I'm lonely, and I've grown really tired of the lifebloom-rolling, constantly scheduled style of healing we've developed. However, the Wrath changes for Resto druids are basically everything I would have ever thought to ask for, and it completely obliterated the "cons" list I had made when I was trying to figure out how I felt about the 4 healing classes, with the thought of a new main for WotLK.

I'm just not sure that 2 years of bitterness about my Druid are something I can get over because this stuff is shiny. I should probably move on, but at the moment, Resto Druids seem to have the most compelling setup from what we've seen so far, and they have the most interesting and unique mechanics.

My fear for is that lifebloom rolling and hot stacking being the unique mechanic it is, even if our other heals are competitively effective with the other healing classes, we'll end up in the same role we have now, simply because we're the only healing class that can stack and roll hots. Nourish and Flourish will have a much bigger role in 5 mans (and 10 to some extent) but I am not sure if I see our raid role changing much, even though Nourish and Flourish are great. Nourish and Flourish would have to be better than the offerings from the other classes to be used over rolling hots; and that won't/shouldn't happen for raid balance.

Flourish fitting a 6 sec rotation again is awesome. It'd see use certainly, but as a personal preference I'd like to see the healing style move away from the set cycles of heals we do. I don't care for the scheduled and unreactive feel of healing as a Tree as we cast our 4 (or 5) beat cycle. Maybe that's just me being tired of the cyclical nature, and I should move on if that's what the class is meant for, and people enjoy it as such.

Buffing, Decursing, and HT in tree are really just long overdue changes. It sounds kinda small, but shifting in and out was a nuisance, especially when you're dealing with a 2 druid raid where the other one is a feral with no ImpMotW.

All in all, these really are an amazing set of changes; I hope they make it live mostly intact.
 
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Old 07/18/08, 11:15 AM   #73 (permalink)
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Night Elf Druid
 
Ravencrest (EU)
Originally Posted by Kamileon View Post
I...

I'm just not sure that 2 years of bitterness about my Druid are something I can get over because this stuff is shiny. I should probably move on, but at the moment, Resto Druids seem to have the most compelling setup from what we've seen so far, and they have the most interesting and unique mechanics.

My fear for is that lifebloom rolling and hot stacking being the unique mechanic it is, even if our other heals are competitively effective with the other healing classes, we'll end up in the same role we have now, simply because we're the only healing class that can stack and roll hots. Nourish and Flourish will have a much bigger role in 5 mans (and 10 to some extent) but I am not sure if I see our raid role changing much, even though Nourish and Flourish are great. Nourish and Flourish would have to be better than the offerings from the other classes to be used over rolling hots; and that won't/shouldn't happen for raid balance.

Flourish fitting a 6 sec rotation again is awesome. It'd see use certainly, but as a personal preference I'd like to see the healing style move away from the set cycles of heals we do. I don't care for the scheduled and unreactive feel of healing as a Tree as we cast our 4 (or 5) beat cycle. Maybe that's just me being tired of the cyclical nature, and I should move on if that's what the class is meant for, and people enjoy it as such.
...

All in all, these really are an amazing set of changes; I hope they make it live mostly intact.
You didn't really have to conform to spending every GCD on refreshing a stacked LB on a random raid member though, being able to raid heal on many encoun