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A few corrections: [Ring of the Great Whale] is a zone drop from Heroic Throne of the Tides, [Leggings of Consuming Flames] are BoP, [Oasis Bracers] are BoP, and [Mantle of Soft Shadows] just drops from Altairus in normal, not the zone.
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Thanks, all fixed up except for Mantle of Soft Shadows - it seems to be a drop from Anraphet and I've marked it as such.
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Er, sorry yea, meant Anraphet. :x
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One question--you call this "resto" but does it work for Balance as well? The two basically want the same stats (Int and then spirit/haste for the most part). So unless you left out any items that might somehow be different for Balance (maybe just add in trinkets), we can probably use this for both specs.
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Necks: [Charm of the Muse] from Halls of Origination trash, [Tauntka's Necklace] from High Prophet Barim in Lost City, [Pendant of the Keep] from Baron Silverlaine in SFK, [Pipefish Cord] from Neptulon's Cache in Throne of the Tides, and [String of Beaded Bubbles] from the JP vendor. Cloaks: [Periwinkle Cloak] from Lady Naz'jar in Throne of the Tides and [Shadow of Perfect Bliss] from Asaad in Vortex Pinnacle. Rings: [Anthia's Ring] from Mindbender Ghur'sha in Throne of the Tides, [Band of Rays] from Rajh in Halls of Origination, [Spirit Creeper Ring] from General Husam in Lost City, [Lavishly Jeweled Ring] from Admiral Ripsnarl in Deadmines, [Rose Quartz Band] from Slabhide in Stonecore, and [Abandoned Dark Iron Ring] from Grim Batol trash. |
These are ilvl 346+ items, not all of them have equivalents of ilvl 333.
With spirit 2-handed weapons: [Staff of Ammunae] archaeology [Staff of Isolation] Lord Godfrey in Shadowfang Keep [Soul Releaser] Earthrager Ptah in Halls of Origination 1-handed weapons: [Torturer's Mercy] Rom'ogg Bonecrusher in Blackrock Caverns [Elementium Hammer] crafted [Shimmering Morningstar] Tol Barad rep, revered [Scepter of Power] Setesh in Halls of Origination Offhands: [Prophet's Scepter] High Priestess Azil in Stonecore [Divine Companion] crafted [Apple-Bent Bough] 950 Justice points [Bioluminescent Lamp] Neptulon's Cache in Throne of the Tides Relics: [Book of Dark Prophecies] High Priestess Azil in Stonecore Without spirit 2-handed weapons: [Staff of Sorcerer-Thane Thaurissan] archaeology [Staff of Siphoned Essences] Erudax in Grim Batol [Emberstone Staff] Foe Reaper 5000 in Deadmines [Insidious Staff] Tol Barad rep, revered [Cerith Spire Staff] Commander Ulthok in Throne of the Tides 1-handed weapons: [Modgud's Blade] General Umbriss in Grim Batol [Elementium Spellblade] crafted [Biting Wind] Grand Vizier Ertan in Vortex Pinnacle [Beak of Julak-Doom] Julak-Doom, outdoor heroic boss Offhands: [Dungeoneering Guide] crafted [Beauty's Favorite Bone] Beauty in Blackrock Caverns [Hermit's Lamp] 950 Justice points Relics: [Tattooed Eyeball] crafted [Book of the Well Sung Song] Vanessa VanCleef in Deadmines [Captured Lightning] Asaad in Vortex Pinnacle e: Yes, cheated and edited in the relics. |
I took a rough stab at setting up some filtered Wowhead searches:
Resto: Items - World of Warcraft Balance: Items - World of Warcraft (Only difference is that the Resto one doesn't value plain hit rating at all whereas the Balance one does. I wasn't sure how much resto valued Mastery. Patches welcome. :)) I'm sure the stat weightings need to be tweaked, but they are better than the built in Wowhead ones right now. Also, there is some normal mode raid gear and valor badge gear getting picked up, but I can't figure out a good way to filter those out since most of them don't have correct sources/currencies yet in Wowhead's DB. e: Updated the resto stat weightings and enabled auto-reforging for resto. |
A Discussion on Stat Weights
Stat weights as resto are subjective based off circumstances and healing style, and more complex than one might assume. I'll aim to explain these in a way that is easy to understand, yet concise here. INTELLECT: Obviously our primary stat. Not only significant throughput, also significant regen. When (if) we get to the point we have too much regen and its wasted, lose spirit. In this scenario Int will only lose value once you've eliminated all spirit and still have more regen than you need. I am doubting this will happen this expansion, but time will tell. SPIRIT: Disappointing regen return I thought. Divide the cost of one of your healing spells by 12, then double it. That's how much spirit it takes to cast 1 more of those. In the mana starved first tier, Spirit will probably be the secondary stat anyway as you need mana. HASTE: Haste is the most complicated stat for us, its value will depend very much on circumstances, healing style, your current haste level, and how many Haste cooldowns you have and how good you are at utilizing said cooldowns. Haste effects healing in the following ways:
So, to decide on what Haste is worth for yourself, you'll need to heal a few raid bosses and see: How mana constrained vs time constrained you are. If you find yourself needing to stop casting or fill in with Nourish a fair amount of time, that greatly reduces the value of the cast time portion. What your healing breakdown looks like. Figure out what % of your total healing is from cast spells, and what % from gcd's other than RJ. Decide how actively you want to use and potentially gear around haste cd's. The more you have the more justified it can be. My understanding is, scaling linearly and disregarding breakpoints for a moment, 1% haste would give you about 1% throughput, if 100% of your casts, and 100% of your gcd's benefited, and mana wasn't an issue. This isn't the case, so check the above and get an idea for how useful it is for you. Then add in the benefit from whatever breakpoints you can reach. For instance, if you are mana constrained, and RJ is 50-75% of your gcd's, then linear scaling is pretty insignificant, just giving you potentially more (weak) Nourishes, and linearly increasing LB output. In which case, is it worth adding 1089 haste to go from 5th RJ (915) to 9th WG(2004)? That is, I believe adding about 8.5% haste for a 2.5% throughput gain from WG alone. Assuming WG is an average of 20% of your total healing. Add a percent or 2 for extra nourishes and the minor regen gains. Haste is looking hardput to compare with crit in this scenario. Now figure out your haste cd uptime and how well that's utilized. Lets say we do go all the way to 2004. And we manage to maintain a 25% uptime on Nature's grace. While it's up, we gain 20% to our RJ's, and 11.11% to our WG. If RJ is 50% of your healing, and WG is 20%, than you gain an additional 3% throughput from stacking haste to 2004 and using NG off cd. (All pretty rough I know, it could be slightly more since you can actually use WG twice in the 15 seconds its up, but likely less since circumstances aren't likely to permit NG being used strictly off cd. MASTERY: Often seems to be underrated, and underutilized. If 100% of your healing is effected by it, it increases throughput (and vitally important, also HPM) by 1.25%. This could be substantially more valuable than haste, but individual mileage may vary. Regardless of the amount of mastery you have, even with only the base amount, be aware of it. 10% free bonus healing is free healing nonetheless. If one were to completely ignore mastery and not change your style at all, it could range from effective 80%+ of the time tank healing, to sub 30% 25 man raid healing. However being mindful of it and healing smart can lead to it being easily effective 60-80%+ of the time. Making it better than crit, and depending on all of the above, possibly better than haste. The fact that every bit of it is a straight boost to HPM, like crit greatly increases its value in the first tier as well. Again, to determine the weight you want to attach to mastery, pay attention to how you heal, and then check your healing breakdowns. Rejuvenation: RJ people with WG or LB first, if hp levels make it worthwhile. In Cata I doubt you can sustain more then 4-7 RJ's per 10 seconds anyway, so it's really quite easy to have RJ effected 80-even 100% of the time. Also a full duration RJ and WG together will probably be only around 25% of someones life, which makes it much easier to heal without overhealing with hots. Guess at what percentage of the RJ's you cast you are able to have benefit from mastery. 70-95+% is possible. Then pay attention to the percentage of total healing from RJ. Probably 20-40% tank healing (depending on how intense it is as you will likely still use WG and SM for eff nearly off cd damage permitting, and toss out the odd raid RJ when the tank is topped. 40-60+% raid healing(depending on your regen and length of fight) Lifebloom: If you keep RJ up on whoever you have LB on (refreshing this one after the WG hots fade if practical, since we can clip hots, and have an insta gotem tick, we have around 4 seconds leeway), LB can easily benefit 80-95% of the time. Whether its worth keeping RJ on the tanks will depend on the incoming damage and the other healers. If other healers realize you are keeping 2 hots on the tank and a HT/Nourish every 6-9 seconds regardless of what they are doing, and don't top him up uselessly it won't excessively overheal. If a Pally is spamming tanks with their infernally op mastery damage would have to be extremely high to justify keeping RJ on your LB tanks. Wild Growth/Tranquility: Smart heals go where they want, this is the only factor that really scales the benefit of mastery up in smaller groups. I'd say from my wotlk experience it will still get 10-20% benefit. Its more then you think since the damage is rarely strictly evenly spread out, which boosts the chances of the smart heals hopping to someone with a hot already. However with the cd raised on WG you won't likely see it as more than 30% of your total healing, probably closer to 20% or less. Tranquility is OP and I've seen it up to 20% of total healing (in our sub 2 minute icc boss fights), in Cata I'm guessing it can be 5-10% more likely. Cast heals: In most cases these will be limited to tanks, and thus all effected by mastery. There are a couple raid mechanics where you might need a spot heal with RG, but that's the exception not the norm. Its too expensive to use on the raid unless absolutely necessary, or if you have an omen proc, tank is topped off and you just refreshed LB. If you mix LB's and RG's to burn clearcasts during TOL it will increase the amount on the raid. Also sometimes there maybe such intense raid damage, or some mechanic requiring burst healing, where you will want to spam RG/HT on the raid. Even in either case, you can use WG and prioritize the lowest hp people WG so kindly targets for you. Swiftmend/Effloresence: Obviously Swiftmend is always benefited by Mastery, and hence so is Eff. So looking at your average healing breakdowns, come up with a number that you guesstimate as the percentage of the time, from your total healing, that mastery benefits you. Then realize it's 1.25% per point. With smart healing I am expecting to benefit from Mastery 50-70% of the time 25 man Raid healing (always LB's on a tank, RJ if justified), and the smaller your group, or the more focus you put on tanks, the more benefit you gain. Up to over 80%, or a point where each point of of mastery is a percentage of throughput and hpm. In which case it is certainly better than crit, probably better than haste. CRIT: Each crit increases the critical heal by 50%. And since everything is effected by crit now, 1% crit will equal pretty damn close to 0.5% throughput (and hpm). If you only used healing casts, and every living seed was used, than it would be 0.8%, but that is obviously far from the case, living seeds effectiveness vary's widely, but even tank healing in wotlk with infinite mana, even spamming RG which was Crit capped, Living seed has never been more than 5-10% of healing, unless there is such a stupid amount of overhealing going on that its the only thing that can heal. Without heavy RG use, even tank healing we'll be lucky if its more than 1-3%. Efflorescence double dips from crit, meaning if the Swiftmend crits, each EFF tic will be 50% larger, but each individual tic can also crit. However in its nerfed form, even in an ideal fight it isn't likely to be more than 7-10% of your healing, in the average fight less to much less. I would say each 1% of Crit = 0.53-0.57% throughput. However Crit rating converts poorly, without the bonus crit multiplier dps get, it will be hard to imagine a scenario where crit isn't our worst stat. TO SUMMARIZE: Our Resto Druid stat weights can seem very complicated, for most of us I would recommend just paying attention to how you heal, and glance at your healing breakdown after each boss fight. Then simply keeping these points in mind you should be able to guesstimate with some basic in your head kinda math what your stat weights will be. If that's too much trouble, here's what I'll be doing! Int>Spirit>915 Haste>Mastery>more haste>Crit Using this formula should make deciding on the proper gems and enchants a cinch. You may end up playing with haste amounts to match with haste cd's and the various breakpoints as you swap out gear, so to simplify matters, probably a good call to use Reckless gems if you decide a yellow bonus is worth picking up, instead of Artful. Can always reforge more haste into mastery if you like. Obviously will be using a majority of Brilliants, and possibly a Purified or 2. Also since we will aim for the 6th RJ tick when its obtainable, we'll need to watch the bis lists and see when we need to start only taking upgrades with haste. However for the first tier or 2, I believe mastery will flirt around with haste, often being better, sometimes not far behind |
You missed trinkets apparently, we are lucky in that we won't need any drops! From what I can see the trinket from Archaeology and the Darkmoon card will be our BIS pre raid, and pretty damn close on the first 359 tier. Not needing to be replaced until the Heroic Shard of Woe, and Fall of Mortality.
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With reforging available, it's very easy to get the needed haste. There are about 1850 itemization points available for reforging from ilvl 346 gear using a 1-hand weapon and offhand combination. The minimum haste you need is 318 (reforge everything to haste), and the maximum haste is 1525 (reforge all haste to something else). Don't forget to account for haste enchants.
Assuming haste is not better than mastery for tank healing or better than crit for raid healing, you simply set the value for haste equal to the higher of the two and let reforging work out the rest. For example: Int 1.87 Spirit 1.5 Spellpower 1.43 Crit .64 Haste .64 Mastery .44 Once the resto spreadsheet is complete, it will help define the relationship between intellect, spellpower, crit, and mastery. |
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One scenario I didn't really explore above, was keeping 2-3 stacks of LB active from tol by only refreshing with HT and Nourish. Some mechanics can make it impossible, its a pain in the behind and very limiting, however its the best hpm you can do, and you'll have a lot more clearcasts. I found it easy on Beta to only use HT to refresh, used Wg off cd, and still time for 2-3 RJ's each cycle, and could give my (glyphed of course) Innervates away. Hard to tell for certain if its intended or not and whether it'll be fixed, might as well use it while you can. If you are keeping 2-3 LB stacks, and mostly healing tanks, you are getting a lot of omen procs and may find you can cast nonstop a whole fight without casting Nourish. In which case the linear factor of haste is obviously much more appealing, however, that healing style also maximizes the benefit gained from Mastery. Mastery's 1.25% boost > Hastes 1%, if 80% or more of your spells are benefited by it. Either way they would both be more valuable than Crit, and if you are actually assigned to mainly cover tanks and get enough clearcasts to where mana isn't an issue, you can consider losing some spirit as well. |
Unless something changes between Beta and Cata, all of the ICDs of the heroic dungeon trinkets are 45s, with a proc chance of 10%. No clue about the raid drops, but I would assume they follow the same pattern. Here's some conversions on the proc or on-use pre-Raid trinkets's effects, if the 45s ICD still holds true:
[Witching Hourglass]: ~466 static haste [Sea Star]: ~238 static SP if used on CD [Corrupted Egg Shell]: ~356 mp5 (if the shield lasts full duration, used on CD) [Blood of Isiset]: ~622 static spirit [Tendrils of Burrowing Dark]: ~466 static SP [Mandala of Stirring Patterns]: ~350 static mastery [Tear of Blood]: ~466 static spirit, but only procs on heal criticals [Rainsong]: ~466 static haste [Tyrande's Favorite Doll]: 350 mp5 if used on CD at full value [Figurine - Jeweled Serpent]: ~238 static SP if used on CD [Figurine - Dream Owl]: ~238 static spirit if used on CD |
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WG's 9th tick is also very possible, if you're operating under the assumption you get Dark Intent. And don't forget enchants. I see someone above said 1525 but my calculations are showing 1572 so I'm probably doing something wrong, but it's definitely attainable even in blues. Edit: Quote:
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Yes squeezing in a few more Nourishes obviously adds some throughput, that's why I said "next to no throughput". Nourish is critically weak, and if that is the primary gain you are getting from haste, then stay at 915. |
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