We actually had to single tank two heal this in 10man and still hit the enrage timer on our first kill. We were all still in mostly 372s. I was paired with a holy paladin. As we get more geared we will probably try a single tank three healer set up.
This weeks timer we were fairly ahead of the enrage timer. Due to a slim roster the best option to us was have the priest go shadow and me and the paladin two heal. I will admit I have to reforge and respec for this fight but in no way do I feel resto druids must be sat on this fight in 10man heroics. It was in reply to Oncelot's concern about certain classes for the fight.
i don't know if the baleroc heal discussion is right here, but i had too much struggle with the fight, i didnt have to much trouble with my mana. i was the 5th healer in 25 man and did a fast stack too around 100 stacks and healed then dedicated myself to tankhealing for the rest of the fight.
but i used jaws and shard along with all the manaregen talents i could get my hands off. if anyone wants to see the vid i will upload our kill to youtube in a little while
I did 10 man recently on my druid with another holy paladin. We used a spriest on first shard to cheese to 25 stacks. We did this by leaving me on tank until around 8 and then calling for tank cooldowns. Both me and the paladin spammed the priest (I used rg spam) and generally we both got to 100 from the first shard. The paladin then switched to the tank and I stacked up 3x LB on the next shard soaker, hit innervate and a conc pot to get a bunch of mana back. That shard was split between two players with minor cooldowns, and the next shard had a feral druid taking to 20 with cooldowns, while I used treeform RG spam to heal that player. By then I am around 20% mana and switch to the tank while the paladin picks up shard healing. By that time I usually had around 180-200 stacks which is plenty to finish the fight. The paladin did the next few shards in order to get some more stacks (I wasn't sure how many he was getting before switching back to the tank) while I assisted here and there with SMing and tranq if he needed. Once he switched back to tank healing we went into a 3 player shard rotation, since 8 stacks will do less damage than a full health pool. We were both able to heal shard players sporadically as needed while maintaining buffed heals on the tank. Things only start to get hairy near the end when the hp/damage is starting to catch up and your having to spam big heals despite being nearly oom.
This strategy sort of eliminated the problem of healers getting the torment debuff from countdown, which will inevitably happen. Our stacks were so high, and with both healers on tanks it didn't really make a big difference. We even had me and the paladin soaking torment from the same crystal on one of our attempts because the dps screwed up.
The RG spam is a huge mana strain though and I had to reforge to a lot of spirit for this strategy to be effective. There may be a better one but this one seemed to work well for us. The only problem I really had consistently was going OOM near the end of the fight. It really came down to whether the dps were smart and did their job well. More often than not we had dps players taking stacks past 10 without CDs when they were supposed to be switching at 8, resulting in a lot of frantic RG spam.
On a separate note,
Does anyone have a detailed description of the mechanics on 4pcT12? I've heard mention of it double healing when no eligible targets in range, trying to SM damaged players in range of each other, etc.
However my experience with it seems to be that 8 yard range on the proc is 8 yards from the druid casting the swiftmend rather than 8 yards from the swiftmend target. The swiftmend target does not seem to be an eligible target for the proc even when all other possible targets are at max hp.
The proc will always hit the casting druid no matter where the druid (assuming the druid is injured) is if there are no other lower health targets within 8 yards.
It seems then aside from raid wide aoe damage, making use of this proc will require moving in range of other damaged players.
Last edited by demoniclizard : 08/02/11 at 9:01 PM.
- Stood by myself and cast Swiftmend on myself with no one nearby but Firebloom did not proc on myself (no one was nearby).
- Stood outside of 8yd of another player and cast Swiftmend on that player. This resulted in Firebloom proc'ing on me.
In the two tries above, I am pretty sure that I was at 100% but Firebloom still proc'd on me resulting in overheal.
I have confirmed that Firebloom is based on the effective heal portion (if I'm getting the terminology wrong, it is the non-overheal portion).
Here's a sample from my log:
Swiftmend PLAYER for 15738 (0 overheal) --> Firebloom healed SELF for 16367
Swiftmend PLAYER for 3814 (overhealed 11925) --> Firebloom healed SELF for 3967
I'm not sure what Firebloom is taking into account when it healed me for the extra bit of heal (e.g. 15738 -> 16367).
I'm not sure what else is worth trying besides to see if it will double proc on the player you Swiftmended. I did take off Eye of Blazing Power and double check to make sure that I was looking at Swiftmend and Firebloom.
Yeah, we already knew about only working from effective healing and being affected by MSS. So people are saying it never procs on the SM target (pretty sure this was false on PTR) and otherwise chooses its target smartly from a 8y radius around the player? Would be easy to confirm that with a few tests.
-The "8 yard radius" is 8 yards from the casting druid.
-The casting druid is an eligible target, so it will always hit the druid if there are no better targets in range
-The healing amount seems to be significantly more than the swiftmend (maybe ~20% more?), so maybe it is double dipping in some talents?
-I have not been able to get it to proc on the same target as the swiftmend.
-The overhealing part is correct, the proc will only hit for as much as the original swiftmends effective healing (but it is still some percentage higher).
I spent about 40 minutes messing around in a 5-man trying to figure it out, as well as spending a few minutes trying different things in org with people partied, and this is what I have come up with.
This isn't a perfect solution but it should help you narrow down what you are looking at. Normally, you can just look at the Log Browser and set the query to be "Source = [Player Name]" and that should be enough. You can additionally limit the time range. Do the following:
Pick a particular try on a boss
Goto the "Log Browser"
Note the URL is in the following format "?s=BEGIN&e=END" (e.g. "?s=5540&e=5648") - this is in seconds
Note the start time of the very first entry in the "Log Browser" and we'll call that START
Run a query and look for the spell "Tree of Life" (optionally set the source to be your target if there are multiple druids) and note the time when you first gained ToL, and we'll call this TOL
Your new "BEGIN" time is now BEGIN + (TOL - START)
Since the duration of ToL is fixed, your new "END" time is the previous step plus the duration of ToL
Change the URL to use the new BEGIN and new END and you are looking at the time range of ToL
If limiting the time range isn't enough, you can run queries on this time range. The following is an example to clarify things:
3) I have "?s=5540&e=5648"
4) The very first entry when I first entered the "Log Browser" is: "[22:12:49.475] XXXX gains Battle Shout from XXXX"
5) Searching for my ToL, shows "[22:13:04.993] Akuzasas gains Tree of Life from Akuzasas"
I now have enough information to limit the time range.
6) My new BEGIN time is 5540 + (22:13:04.993 - 22:12:49.475 ~= 15 seconds) = 5555
7) My new END time is now 31 (duration of ToL) after my new BEGIN time which is 5555 + 31 = 5586
You may have to +/- the time to narrow it down in case I'm off.