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11/24/10, 11:51 AM
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#811
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Piston Honda
Night Elf Druid
Lightbringer
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Originally Posted by Hamlet
This is what I found myself doing on my last beta raid--HT often on clearcasts with few Regrowths outside of Tree (still heavy Regrowth in Tree with MG). I'm sure I'll revise this more as I get to play with the new talents more, but Nature's Bounty seems like the least painful talent to drop.
I do wish I could drop Living Seed instead, but again, Efflorescence is still usually worth 3 points. It's much more of a stretch to say that Efflo is worth 6 points, I know, but there aren't 6 really compelling points anyway. The best you could do is to drop Efflo and LS and pick NB and Perseverance. That actually seems like an okay option to keep around if you're going to run two Resto specs.
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Your current iteration of TreeCalcs shows the best talent to drop in an Efflorescence build is BotG, in favor of keeping 2/3 Nature's Bounty, once you factor in the gain from Living Seed. This may not be true if OoC procs in tree form are used on HT instead. It's almost a wash, but from a playstyle perspective, I'd rather have a functional Regrowth than 4% more on rejuv.
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11/24/10, 12:01 PM
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#812
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<Druid Trainer>
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Hmm, I was assuming in my above posts that you don't have BotG to begin with. I was imagining something like this:
WoW Talent Calculator - Sigrie.
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11/24/10, 12:08 PM
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#813
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Piston Honda
Night Elf Druid
Lightbringer
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On beta, I'd been going without NS and dispel for raids, so something like: WoW Talent Calculator.
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11/24/10, 12:15 PM
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#814
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<Druid Trainer>
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I've been planning to take Cure--maybe it won't wind up becoming standard, that's hard to say right now. It has mostly to do with what other healers expect.
Otherwise, I agree, NS is lame. But 1/3 in Bounty also seemed lame, so I just took NS.
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11/24/10, 2:26 PM
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#815
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Von Kaiser
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Couldn't a point be shaved off in Gift of the Earthmother to fill our Furor? We don't seem to depend on Lifebloom's bloom to be a huge factor in our healing for raids ,and Rejuv has been limited in use due to it's mana cost - not to mention the instant heal portion seems to just be Junk healing - looks good on meters but it isn't saving any lives. I just find it hard to believe that the overall buff filling out Furor gives to all of our spells by reducing their mana cost is inferior to a minor increase in healing to 1 of our spell's bonus effects.
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11/24/10, 2:29 PM
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#816
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<Druid Trainer>
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You can't have more than 10 points outside the Resto tree. Having a maximum of 5 points for Moonglow+Furor is indeed awkward, and as many people have pointed out, Moonglow in tier 1 of Balance would be cleaner.
The GotEM heal is good though. Put it this way--that initial tick is the best tick of Rejuv: instant healing and little chance of overheal. It does lose value as we use Rejuv less, but as we're discussing, few of the remaining talents are very impressive anyway.
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11/24/10, 2:46 PM
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#817
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Von Kaiser
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Has anyone done any hypothetical theorizing into if the damage you wouldn't take by picking up Perseverance would worth a hit to our personal output from a more situational spell like Efflo or GoTM? It seems like we have to take every talent to boost our regen and output in order to be on par with other healers without any hope of picking up the utility talents - I am just trying to see if I am missing the point of why they added such talents when we can't seem to pick them up.
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11/24/10, 3:00 PM
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#818
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Glass Joe
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Originally Posted by Shelendil
Your current iteration of TreeCalcs shows the best talent to drop in an Efflorescence build is BotG, in favor of keeping 2/3 Nature's Bounty, once you factor in the gain from Living Seed. This may not be true if OoC procs in tree form are used on HT instead. It's almost a wash, but from a playstyle perspective, I'd rather have a functional Regrowth than 4% more on rejuv.
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From my number crunching, I'm inclined to drop NS & Nature's Cure, in favor of 2/3 Nature's Bounty. Increase throughput at the expense of a 'oh sh!t' button I seldom felt the need to use and an 'enhanced cleanse' that other classes can provide seems like a fair trade to me.
WoW Talent Calculator - Sigrie
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11/24/10, 8:05 PM
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#819
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Don Flamenco
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Originally Posted by Amijay3
Has anyone done any hypothetical theorizing into if the damage you wouldn't take by picking up Perseverance would worth a hit to our personal output from a more situational spell like Efflo or GoTM? It seems like we have to take every talent to boost our regen and output in order to be on par with other healers without any hope of picking up the utility talents - I am just trying to see if I am missing the point of why they added such talents when we can't seem to pick them up.
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I don't think Perseverance is worth it for resto druids. It's a very good bear talent though, and is low enough that bears can afford it if necessary. Resto bloat has been beaten to death, here and elsewhere. It's gotten better now that MG is unlinked from the useless former prereq, but it's still not quite where it needs to be, compared to other healers.
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11/25/10, 6:33 AM
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#820
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Glass Joe
Night Elf Priest
Kilrogg (EU)
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Originally Posted by Greentouch
I just tested 20 effloresence's in a row, and none of them crit. If SM crits, eff is 50% larger, but that isn't what it sounded like you meant. Do you mean on Beta? If so its the wrong forum!
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Having looked at some of the logs from various posters about this, i was suprised to see that my own logs from last night showed Efflo critting around 38% of the time (unless i am reading it wrong), if you open my logs and just go right to the healing done tab then you will see what i mean. I think previsouly tho Efflo was classed as a pet? but seems to no longer be the case in WoL at least. I did notice during the raid that Efflo ticks would often be highlighted as crits in the combat text:
World of Logs - Real Time Raid Analysis
[edit] Check out the druid Ranavar
Last edited by Ilthanos : 11/25/10 at 7:03 AM.
Reason: forgot to mention the relevant toon name + clarity
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11/25/10, 10:21 AM
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#821
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Von Kaiser
Tauren Druid
Aggramar (EU)
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Until cata hits, I'm dropping Naturalist / ET completely since I don't find much use for HT / Nourish as a 25man raidhealer (at 12/12 icc hc). I guess this will change as Cata hits, but for now it works great.
What I did notice though is that 4.0.3 brought on some mana issues (granted, our mana regen before patch was through the roof). I'm currently running with 3/3 Furor, but I see a lot of build here where people recommend 2/3 Furor and 3/3 Moonglow at 85. Is moonglow really better?
I'm at 45000 mana before counting in furor. Furor gives me 6750 extra mana, which in turn generates 6750*0,02 = 135 mana / 12 seconds from Revitalize. Also, 6750 extra mana gives 67,5 extra mana / 10 seconds by replenishment. Thus, (135/12) + (67,5/10) = 18 mana/sec = 90 mp5. This is assuming we have replenishment up constantly and that Revitalize proccs on CD, so probably a little less. Per point, this would mean about 2250 mana and <30mp5 for Furor.
Moonglow on the other hand reduces all healing spells mana cost by 3%. With a mana of 45000, this would mean mana savings of 45000*0,03 when casting until oom = 1350 extra mana.
It seems to me that 3/3 Furor and 2/3 Moonglow would be superior to 2/3 Furor and 3/3 Moonglow. Am I missing something?
Also, while on the subject - if I have to choose between Nature's Grace and Nature's Majesty (and I have to on lvl 80), which is better? Is 10% haste every 15 sec/minute (averages 2.5% haste increase) better than 4% crit, throughput-wise?
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11/25/10, 10:42 AM
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#822
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Piston Honda
Night Elf Druid
Nozdormu (EU)
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When computing moonglow's effect, you're missing the fact that you're regenerating mana, and the usage of this will also have the benefit of moonglow. For Furor's effect, you should include innervate.
I didn't check your numbers, but I've given the means to compute this in this thread already. The answer is: 3/3 moonglow + 2/3 furor is _better_ than 2/3 moonglow + 3/3 furor exactly when the average cost of your spells is less than four times the part of your regeneration that is not based on your maximal mana. Without having looked any numbers or any playing experience after 4.0.1 I guess that 3/3 furor is the better option here.
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11/25/10, 11:21 AM
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#823
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Von Kaiser
Tauren Druid
Aggramar (EU)
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Originally Posted by Pyrates
When computing moonglow's effect, you're missing the fact that you're regenerating mana, and the usage of this will also have the benefit of moonglow. For Furor's effect, you should include innervate.
I didn't check your numbers, but I've given the means to compute this in this thread already. The answer is: 3/3 moonglow + 2/3 furor is _better_ than 2/3 moonglow + 3/3 furor exactly when the average cost of your spells is less than four times the part of your regeneration that is not based on your maximal mana. Without having looked any numbers or any playing experience after 4.0.1 I guess that 3/3 furor is the better option here.
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Ah, I missed your previous post on that, sorry about that. And yes, innervate and such also plays a part without a doubt. My numbers were napkin math done while writing the post, so there are probably some more things to consider there. Thank you for the explanation.
About the second question, has anyone done some calculations on Nature's Grace vs Nature's Majesty? With 2 points to spare in the tree for the next few weeks, is 4% static crit better than 10% haste every 15 sec per minute?
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11/25/10, 2:55 PM
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#824
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Piston Honda
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Originally Posted by Kermit
Ah, I missed your previous post on that, sorry about that. And yes, innervate and such also plays a part without a doubt. My numbers were napkin math done while writing the post, so there are probably some more things to consider there. Thank you for the explanation.
About the second question, has anyone done some calculations on Nature's Grace vs Nature's Majesty? With 2 points to spare in the tree for the next few weeks, is 4% static crit better than 10% haste every 15 sec per minute?
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I'd consider 4% crit better. Unless you have a mod tracking NG and you're fine forcing yourself into using regrowth on the minute mark everytime, the uptime of NG will probably be lower than expected.
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11/25/10, 3:06 PM
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#825
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Piston Honda
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Originally Posted by Pyrates
When computing moonglow's effect, you're missing the fact that you're regenerating mana, and the usage of this will also have the benefit of moonglow. For Furor's effect, you should include innervate.
I didn't check your numbers, but I've given the means to compute this in this thread already. The answer is: 3/3 moonglow + 2/3 furor is _better_ than 2/3 moonglow + 3/3 furor exactly when the average cost of your spells is less than four times the part of your regeneration that is not based on your maximal mana. Without having looked any numbers or any playing experience after 4.0.1 I guess that 3/3 furor is the better option here.
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Wasn't all the previous napkin math from before Revitalize was nerfed? On the Beta forums everyone was assuming moonglow>furor now because so much less of our regen is from % based mechanics due to the nerf.
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