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12/28/10, 3:29 PM
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#151
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Banned
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I need a little help. My guild did Chimaeron 10 man yesterday with 2 tanks, 3 heals (myself included) and 5 dps. While we did clear it, I was in charge of 4 raiders (making sure their health was above 10K). In the beginning, I found myself struggling to get the raiders up fast enough in time for a massacre some times and they would die.
It appears to me that the only sure way to get them up fast enough would be to cast regrowth. Channeling for 2.4 seconds a target for nourish seems a bit much and putting a rejuv on them doesn't seem fast enough either.
When there is an impending massacre, I usually put a rejuv on each of the 4 people to making healing them up to 10k easier.
Because regrowth is highly inefficient, I was wondering if anybody had a better method to heal 2-4 players above 10k in a method faster than 4-5 seconds?
We did kill it but I took a lot of heat for having some of the raiders die and I would not like to repeat the same mistakes twice next week.
I look forward to any help you can provide.
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12/28/10, 5:25 PM
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#152
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<Druid Trainer>
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You shouldn't really be solely in charge of 4 people. Caustic Slime hits 2 people in 10-man, I think. After a Slime, there's no other raid healing to be done besides getting those two people up before the next Slime or Massacre. There's no reason for one person to be solely responsible for that--the only other thing going on is the tank healing. Even if you try to split up by groups--if both slimes hit in your group, the other raid healer won't have anything to do besides help out.
The fight does require all the healers to be on the ball, and is unforgiving on healing errors. But it's mostly a matter of organization.
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12/28/10, 6:12 PM
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#153
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Glass Joe
Troll Druid
Nathrezim (EU)
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Originally Posted by Mistapanda
Because regrowth is highly inefficient, I was wondering if anybody had a better method to heal 2-4 players above 10k in a method faster than 4-5 seconds?
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I am healing in 25-man, and am responsible for one group alone. We split up the healers, and usually we have 1 tank heal, 2 healers each for grp 1-3, a paladin for grp 4 and me for grp 5. This worked very well. For those who are interested in the log: World of Logs - Real Time Raid Analysis
Here is what I do: I put 3 charges of lifebloom on one target - you don't need to keep track there, 3x lifebloom heals enough to top that one off in time. I requested to have one holy paladin in my group, since you don't need to heal them at all, they top of themselves quite nicely through their talent Protector of the Innocent. That leaves 3 targets to heal when massacre hits and you're unlucky that 3 targets in your grp are affected that aren't either the paladin or the lifebloom target. Massacre only hits every 30 seconds (or so?), so you usually have time to heal these 10k. If you have time, a reju does the job. Every one of your 3 remaining targets should already have a reju on them when it gets close to a massacre. So if those three targets are hit (which is highly unlikely anyway), you heal 1 with swiftmend and the other 2 with regrowth, and they'll just be ready in time.
I also make sure that my Wild Growth is ready for every massacre to come. So if I don't have to heal 3 targets, I use WG as well - it helps other healers to top off their targets, too.
Make sure you have 2004+ haste though, makes things easier. Also don't forget your ToL and Tranquility if things get really nasty.
Last edited by Avena : 12/28/10 at 6:24 PM.
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12/28/10, 7:27 PM
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#154
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Glass Joe
Tauren Druid
Skullcrusher (EU)
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Originally Posted by Hamlet
You shouldn't really be solely in charge of 4 people. Caustic Slime hits 2 people in 10-man, I think. After a Slime, there's no other raid healing to be done besides getting those two people up before the next Slime or Massacre. There's no reason for one person to be solely responsible for that--the only other thing going on is the tank healing. Even if you try to split up by groups--if both slimes hit in your group, the other raid healer won't have anything to do besides help out.
The fight does require all the healers to be on the ball, and is unforgiving on healing errors. But it's mostly a matter of organization.
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+1
Either you take each of the caustic slime targets or you can do 1 heal on each, 1 nourish and the other healers equivalent healing spell on each is enough(or atleast should be)
If you'd like, you could do HT and equiv on each target to get it above, will give you more time if you have lb/rejuv on the tank that eats the double attack.
Knowledge on who is above 10k(incoming heals visible for example or sharing a vent/ts/skype channel to chat while healing) is vital.
Having 4 people under your responsibility is silly, since the other healer has nothing to do while you'd have to throw out 2x HT's to be safe in keeping both your targets alive.
Haste gear, food, elixir and whatever I found makes this fight alot less stressful.
You don't need the huge heals here so int benefits are much less then on most other fights.
Last edited by Minuz1 : 12/28/10 at 7:34 PM.
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12/28/10, 7:33 PM
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#155
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<Druid Trainer>
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Originally Posted by Minuz1
Knowledge on who is above 10k(incoming heals visible for example or sharing a vent/ts/skype channel to chat while healing) is vital.
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Add the debuff "Low Health" to your raid frames.
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12/28/10, 7:36 PM
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#156
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Or you could just set your Grid (or other frames) to show peoples exact health so you know precisely what to use on each person to bring them up in time - I found this way superior for me as I mostly used GoTEM/RJ to bring people up and knowing when that isn't going to be enough is vital.
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Originally Posted by Vontre
I don't know anything
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12/29/10, 3:36 AM
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#157
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Glass Joe
Undead Rogue
Dragonblight (EU)
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Originally Posted by slourette
This gives longevity stat weights that look something like this:
1.00 Int
0.60 Spirit
0.34 Spell Power
0.30 Mastery (100% benefit)
0.18 Crit
I'm guessing that haste will be somewhere around 0.15.
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I've been trying to get these EP values out of the resto excel sheet but i just seem to fail at it. Also haste is noted much higher in that sheet.
Is there a way to get the EP values out of the restosheet so i can input those into the lootrank overview. It helps me a lot to know to focus on what upgrade
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12/29/10, 8:29 AM
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#158
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Von Kaiser
Night Elf Druid
Whisperwind
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Originally Posted by Moonzi
With empowered touch benefiting from RG soon, is nourish going to be used even less and just HT used in emergency situations? Or did I read MMO wrong?
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Nothing in this tier of gear will make Regrowth worth casting over Nourish and HT as direct heals. It's just too inefficient. The change will give us another option in maintaining multiple lifebloom stacks and make that a little more forgiving. Right now, regrowth can only really be used in the most dire of emergency situations or with a clearcast.

Originally Posted by Mistapanda
I need a little help. My guild did Chimaeron 10 man yesterday with 2 tanks, 3 heals (myself included) and 5 dps. While we did clear it, I was in charge of 4 raiders (making sure their health was above 10K). In the beginning, I found myself struggling to get the raiders up fast enough in time for a massacre some times and they would die.
It appears to me that the only sure way to get them up fast enough would be to cast regrowth. Channeling for 2.4 seconds a target for nourish seems a bit much and putting a rejuv on them doesn't seem fast enough either.
When there is an impending massacre, I usually put a rejuv on each of the 4 people to making healing them up to 10k easier.
Because regrowth is highly inefficient, I was wondering if anybody had a better method to heal 2-4 players above 10k in a method faster than 4-5 seconds?
We did kill it but I took a lot of heat for having some of the raiders die and I would not like to repeat the same mistakes twice next week.
I look forward to any help you can provide.
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As Hamlet has said, you really shouldn't be in charge of four people at once. What healing comp are you running with?
Only the OT really needs to be topped off. Even the MT only needs to be above 10k. The others healers should have more than enough time to help. With our Pal/Pal/Druid comp, we had both beacons on the OT and my Lifebloom rolling on it. It was mainly my responsibility to bring up the OT between the double attacks (Pally FoL, while a bit more inefficient, turned out to be more consistent in raising players above 10k than my Regrowth. They also have Holy Shock as an added bonus).
Regrowth really is the best option I can see. Just make sure you use your Wild Growth whenever a Massacre hits and when it's off cd after slimes to enable your Mastery on as many targets as possible, and hopefully the ones you need it on most. I know that even with a few epics, my Regrowth isn't consistently hitting for over 10k.
Having such strict healing assignments is a bad idea for this fight. As was said earlier, every healer really does need to be on the ball, and this entire expansion is requiring healers to be flexible in general.
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12/29/10, 9:56 AM
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#159
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Glass Joe
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Originally Posted by Moonzi
With empowered touch benefiting from RG soon, is nourish going to be used even less and just HT used in emergency situations? Or did I read MMO wrong?
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I understood from the Blue post that Regrowth will renew the stack of iifebloom as well as receive the 10% healing bonus.
I think this is a direct response to alot of druids dropping the Nature's Bounty Talent all together. This is just another way to make regrowth I little more usable. I plan to use it now to refresh lifebloom when the tank is closer to 75% health or more. This makes it more of a preemptive cast with the living seed and the hot that will trigger the mastery on LB after the refresh. Although I think that HT will still be more beneficial if the tank is closer to 50% health.
I'm curious to see how they might change the Regrowth Glyph. What I think they might do is instead of resetting the duration they might give regrowth a percentage bonus at or below 50% health.
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12/29/10, 11:23 AM
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#160
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Von Kaiser
Night Elf Druid
Neptulon (EU)
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With even Regrowth refreshing Lifebloom in the near future, I feel we lose one of our emergency/burst healing abilities: the bloom. Now, whenever the tank is at 25% or lower and still in danger of a big incoming burts damage, I'm looking at the Lifebloom timer and if it is at 3-4 seconds or less, I prefer casting 2 Regrowths and letting the bloom heal instead or refreshing it with a Healing Touch.
Also, if Regrowth will get the 10% bonus, Nature's Bounty will become even more attractive and I have no idea if to give up the points from GotEM or maybe even Efflorescence for it.
I wonder what the promised Glyph of Regrowth buff will mean as well.
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12/29/10, 1:35 PM
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#161
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Piston Honda
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Originally Posted by Santawest
I've been trying to get these EP values out of the resto excel sheet but i just seem to fail at it. Also haste is noted much higher in that sheet.
Is there a way to get the EP values out of the restosheet so i can input those into the lootrank overview. It helps me a lot to know to focus on what upgrade
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This is my work in progress Resto Druid MT Healing Spreadsheet, still have a few kinks to work out of it http://goo.gl/sUKbE
Feedback is appreciated.
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12/29/10, 3:00 PM
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#162
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Glass Joe
Troll Druid
Lightning's Blade (EU)
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Originally Posted by Mistapanda
I'm a tad confused....We have a restoration druid from one of the world's top guilds (Xaar) claiming that druids need buffs for either raid healing or tank healing (or at LEAST some utility) and Blizzard's response is to nerf OoC and give us extra healing done on an already incredibly expensive heal (that probably won't be used as much because OoC won't proc as much)
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While I have been too time-constrained to do any real math lately, it feels like a slight nerf to OoC will not really have that much impact. Each new item gives a noticeable amount of extra mana, and the self-sustainable healing output already feels pretty respectable as long as group heals do not have a huge advantage. Even if that sustainability is nerfed slightly, it'll stay competitive.
The main culprits right now seem to be Prayer of Healing and free paladin tank healing through Beacon of Light, with LoD in particular. Toning either of those mechanics down would already have a huge impact on the situation in heroic 25-mans based on my impressions, even if our burst healing isn't looked at.
I'm not entirely sure how much exactly the current Mana Tide mechanic factors into all this, but it definitely downplays the druid longevity and high self-sustained healing, which feel like the main strong points of druid healing. The totem is definitely a huge factor with the conflict with priests, but perhaps not with paladins. I don't have enough experience in paladin healing yet to provide any insightful feedback from that though.
On one hand I'm somewhat surprised that there is no indication of touching any of these, but on the other hand these problems weren't really evident in normal modes. There aren't that many guilds doing heroic 25-mans yet, and the mechanics aren't problematic on every encounter.
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12/29/10, 3:08 PM
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#163
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<Druid Trainer>
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Brief comment for now, but my mana situation has gotten vastly better over just a few raids. Honestly, I'm not sure how much of it is gear and how much is paying more attention to Mana Tide (which is just an absurd amount of mana if you buy or at least rent Core of Ripeness to go along with it). Sometimes I revert to spamming Rejuv at the end of the fight just to spend it.
But the result is that I have no idea whether Druid regen is too weak, too strong or just right, or whether things like OoC need a nerf. It's impossible to make any sound judgements about mana balance when Mana Tide washes it all away--I'll try to pay particular attention to how my longevity feels next time I don't have MTT.
edit: To see what MTT+trinket looks like, check out 2:14 in this video:
YouTube - Juggernaut vs. Ascendant Council, 25-man
Last edited by Hamlet : 12/29/10 at 4:51 PM.
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12/29/10, 4:54 PM
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#164
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Von Kaiser
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I would comment that my ability to use Rejuv increases with gear - we had 3 Jars drop last night and while the trinket is bugged in that your character is perpetually stuck in a cast animation and loud proc sounds are triggered from every single hot - I found I was able to start using more Rejuv's than I had been previously.
I find LB to be problematic. Many fights have 2 or more tanks taking equal damage simultaneously or lots of dmg for short durations (tank swapping) and LB, unless in Tree, simply isn't maneuverable enough. I understand they don't want us doing nothing but LBing tanks, but would 2 targets be that horrible - or making LB 1 stack so it can be transferred easier?
I am also not fond of the upcoming suggestion of Regrowth refreshing LB - quite frequently I want LB to bloom and use a Regrowth to get some extra healing in there in the last second before it blooms. Maybe that is what they want - maybe they think LB's bloom + Regrowth is too much healing at one time?
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12/29/10, 5:56 PM
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#165
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Amijay3
I find LB to be problematic. Many fights have 2 or more tanks taking equal damage simultaneously or lots of dmg for short durations (tank swapping) and LB, unless in Tree, simply isn't maneuverable enough. I understand they don't want us doing nothing but LBing tanks, but would 2 targets be that horrible - or making LB 1 stack so it can be transferred easier?
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As much as you disagree with how Lifebloom is implemented it really is 'fine' as it is (which is essentially our Beacon). If two tanks are taking equal damage then you have 2 people assigned to it and have them occasionally dropping their AoE heals when needed on the raid. Having fully assigned tank healers is a pretty poor decision in a world where there is lots of AoE damage and almost all of the healers have cheap AoE heals on a cooldown and they cannot afford to mindlessly spam their single target heals on the raid to cover it otherwise.
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Originally Posted by Vontre
I don't know anything
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