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01/10/13, 3:03 AM
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#376
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<Druid Trainer>
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Only tested on myself for the moment, but I imagine it would heal for the full amount per target up to the AoE cap (6?). Will try to check tomorrow, or someone else probably will.
Can't say for sure on the cap since it's not there right now, but tooltip makes it seem like it would be max HP per mushroom.
Each mushroom has a buff showing how much extra healing it has stored up. I'm there will be an addon before long making it more convenient to see.
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01/10/13, 11:36 AM
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#377
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Glass Joe
Troll Druid
Blade's Edge (EU)
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The buff to WM sounds awesome. Nice way to get rewarded for planning and overhealing while being something 'extra' -> not mandatory. They should find some use on alot of fights. Not like they cost anything but time anyway.
I would have loved to see a bigger radius, but I guess the 'need' to stack them is gone. - If they heal for 200k+ each, you can just spread them out to cover a larger area. (And they are now worth yelling at the raid to stack for)
The new tiers setbonus isnt me tho... Might be because I am raiding 10man and not 25.. (Not sure exactly how often my SM covers more than 3 people). The extra healing on rejuv might be nice, it is going to depend on the mechanics tho. More Garalon / Will of Emps fights will work great with it... Wind Lord not so much.
Did the SotF buff get reworked again? I dont see it mentioned in the latest patch notes (mmochamp).
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01/10/13, 11:41 AM
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#378
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<Druid Trainer>
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Will talk more about Wild Mushroom later today. Honestly I'm more concerned about OP potential than anything else, but with such an unusual setup it's hard to say. Also some mild wonderment about why they didn't just make an enormous heal with a longer cooldown/setup, instead of a crazy new mechanic that basically does that.
Agreed, 2T15 is pretty lame outside of 25-man.
The only change I see to SotF is that the spell data and tooltip now agree at 75%: Soul of the Forest - Spell - World of Warcraft
e: I do want to point out that there could be some kind of crazy interaction between new SotF and 9 tick Rejuvs (6659 haste) with new T15 and Wild Mushroom. Probably just a novelty though.
Last edited by Hamlet : 01/10/13 at 11:51 AM.
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01/10/13, 12:03 PM
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#379
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<Druid Trainer>
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Well, maybe more than a novelty. With 9 ticks and the 4T15, a 40k spellpower Rejuv could heal for about 400k in total depending on mastery. Pop one of those off every 15s to probably fully charge a set of 3 WM (along with your normal OH). If that really lets you heal 18 people for around 400k every 15s, for the time/mana cost of 1 SM, 1 Rejuv, and 3WM, that's completely absurd. Either we're missing something (bonus heal is split among all targets?) or this is changed before live.
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01/10/13, 12:42 PM
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#380
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Glass Joe
Troll Druid
Blade's Edge (EU)
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You are on to something.. 480k HPS from mushrooms seems like a nice 'little' buff to druids. Now, if they could proc LS too...
Got a feeling they overlooked 'intentional overhealing' (Full SotF on someone). Capping it to 20-25% overhealing per spell might fix it. It might be easier to just put mushrooms on a 'timer'.. the longer they sit, the more powerfull they get (no overhealing involved).
1 min = +80k healing, 2 mins +160k etc etc.
It is going to be fun to follow anyway... never really bothered (or had to) to use WM as they were.
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01/10/13, 1:16 PM
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#381
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<Druid Trainer>
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Someone told me that OH is split across mushrooms for charging purposes. Will check later, but that at least would explain why you can't make one giant Rejuv and multiply it by 18. If you can still multiply it by 6 though, that's not bad at all. Esp in 10m, where using only one Mushroom could be just fine anyway.
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01/10/13, 5:13 PM
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#382
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Von Kaiser
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I assume this would be a fairly strong increase in the value of the rejuv haste break points as each tick added on the end is going to be stronger and stronger.
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01/10/13, 5:17 PM
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#383
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<Druid Trainer>
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In theory, yes. The issue is that haste breakpoints don't come all that often so it's kind of academic. Aside from SotF trickery you won't see another Rejuv tick until 13163 haste. At that point you're talking about such a massive shift in stats that the extra 6% to the added tick is not a very dramatic result.
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01/10/13, 6:12 PM
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#384
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Glass Joe
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Originally Posted by Chainfire
Regarding the Tsulong post, I've found the following to produce the best results:
Use normal glyph settings (i.e. regrowth refreshes lifebloom, regrowth always crits)
Gcd count before breath landing : spell
-2 : swiftmend
-1 : Healing Touch
0 : rejuv
x : spam regrowth
Reasoning: HT lands like a truck, precast it to land right after the buff is applied. Rejuv buffed with the 500% healing is extremely high HPCT. Efflorescence updates with the buff, dropping it before the buff means extra healing from the ground ticks. Make sure your last regrowth lands before the buff runs out, you don't want a non-buffed lifebloom ticking. You run into mana problems if you spam the boss the entire fight, stick to letting buffed hots tick as the raid is also taking quite a bit of damage at this point, don't neglect them. Also try coordinating with your other healers to stack all your available cooldowns(including int potion \o/) with a Life Cocoon + Guardian Spirit.
Also note that normal Tsulong healing is completely different to heroic due to how the heroic buff works.
On another matter: I remember a while ago someone wrote a great healing guide on every boss from a resto PoV (I think it was for Dragon Soul?) and, while this is a theory-crafting site, the difference between putting out acceptable hps and completely breaking World of Logs often comes down to what you're doing in the fight as opposed to whether you're specced correctly or not. If enough interest was generated I would be happy to consolidate info and do a write-up.
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Thanks for this Styx. Have you tryed the bloom glyph? I tested it this week just gone and it seemed to give a good result however it was wasted on our GS healing phase because of dispells and spikey raid damage i had to help with. I don't think the bloom went off at the right time which is a shame. On a non GS healing phase I had a LB crit for 1.8 mil though which was nice.
I've also found this glyph handy for kite healing on H garalon as I can focus on the new kiter and just let the LB bloom on the old kiter which tops them up with the rest of the smart heals floating around and the odd rejuv.
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01/10/13, 10:09 PM
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#385
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<Druid Trainer>
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Okay, finally got to check on PTR more. Rejuv overheal is giving 1/3 of the value to each WM, not 75%. It's also capping at 1/3 of my HP, so that's at least a change from last night, and maybe the first part is too. Best I can tell at the moment, the bonus healing is split for each PC target, but I'll try to confirm that.
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01/10/13, 10:30 PM
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#386
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Glass Joe
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Originally Posted by Hamlet
Okay, finally got to check on PTR more. Rejuv overheal is giving 1/3 of the value to each WM, not 75%. It's also capping at 1/3 of my HP, so that's at least a change from last night, and maybe the first part is too. Best I can tell at the moment, the bonus healing is split for each PC target, but I'll try to confirm that.
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Is it capping at 1/3 of your HP per shroom? it 3 x shrooms equals 100% of HP collectively?
Also the rejuv overheals giving 1/3 of value to each shrrom. Is it possible 25% of OH to each shroom making 3 shrooms collectively gain 75% of OH?
Have you tested what happens to only one set shroom?
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01/10/13, 11:12 PM
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#387
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<Druid Trainer>
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Yeah, it's 1/3 of overheal to each regardless of how many there are.
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01/11/13, 12:42 AM
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#388
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Glass Joe
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I thought that might be the case.
Putting down one mushroom to charge up to huge amounts would have been to simple.
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01/11/13, 1:41 AM
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#389
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Von Kaiser
Worgen Druid
Ravencrest (EU)
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Originally Posted by Hamlet
Okay, finally got to check on PTR more. Rejuv overheal is giving 1/3 of the value to each WM, not 75%. It's also capping at 1/3 of my HP, so that's at least a change from last night, and maybe the first part is too. Best I can tell at the moment, the bonus healing is split for each PC target, but I'll try to confirm that.
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This change doesn't make sense, making them split healing over all targets makes them stronger in 10s then in 25s, as far as I've seen resto druids are fine in 10s in 5.1, we aren't exactly disc priests, but we're good enough to not need such a buff. However, those shrooms would be really bad in 25s still, assuming it's 3 GCD to place them again and then one to activate them you'd have a 10k ish hps while placing the shrooms, not including the time it takes to charge them and so on, I can't belive someone at Blizzard thought this was a good idea... (IIRC the shrooms today have a 7kish HPS while being placed)
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01/11/13, 6:52 AM
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#390
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Von Kaiser
Troll Druid
Burning Blade
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Originally Posted by Numiro
This change doesn't make sense, making them split healing over all targets makes them stronger in 10s then in 25s, as far as I've seen resto druids are fine in 10s in 5.1, we aren't exactly disc priests, but we're good enough to not need such a buff. However, those shrooms would be really bad in 25s still, assuming it's 3 GCD to place them again and then one to activate them you'd have a 10k ish hps while placing the shrooms, not including the time it takes to charge them and so on, I can't belive someone at Blizzard thought this was a good idea... (IIRC the shrooms today have a 7kish HPS while being placed)
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We can't keep up with other healers in 10m heroics if they're playing to their potential. I bust my ass to match the healing that the pally/shaman/priest in my guild push out right now. We need buffs, but really I wish they would do it on something other than mushrooms, or make them less clunky than they are right now. This change will make predicting where your raid will be in 30-45s mandatory to use them right. If they gave us something similar to totem relocation it would help a lot. As it stands it seems like we'll lose the overhealing if we replace shrooms, thus punishing us even more than shrooms already do when we need to move them.
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