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01/11/13, 8:28 AM
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#391
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Glass Joe
Troll Druid
Blade's Edge (EU)
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"We’re still iterating on this design for Wild Mushrooms. Currently, they each absorb 25% overheal, up to a max of 33% of the Druid’s max health (total of 75% / 100% with 3 Mushrooms out)" - Blue post
If a rejuv overheal for 100k -> Each mushroom heals for 25k more.
They each cap at 33% total HP -> ~450k? / 3 = 150k.
So they pop for ~150k + spellpower? x mastery x 6 players each. Which would still be 150k x 6 x 3 x mastery = 2.7M x mastery burst healing... that is like 2.5 times more than my tranq hits for atm... Sounds too powerfull still. Might need a 45-60+ seconds cooldown.
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01/11/13, 9:21 AM
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#392
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<Druid Trainer>
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I think the overheal absorb was actually 33% last night.
Pending further testing, I think each target would get healed by each mushroom for: (NormalWM + 150/6)*Mastery
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01/11/13, 9:35 AM
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#393
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Glass Joe
Tauren Druid
Draenor (EU)
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The entire quote is:
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We’re still iterating on this design for Wild Mushrooms. Currently, they each absorb 25% overheal, up to a max of 33% of the Druid’s max health (total of 75% / 100% with 3 Mushrooms out). This max size isn’t working in build 16446, but we hope to hotfix that soon. Upon blooming, their accumulated healing is split over the targets they heal. Several parts of this aren’t yet working in build 16446, leading them to be massively overpowered (which we also hope to hotfix soon). Feedback, especially in future builds, is appreciated.
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I've highlighted the part that I believe hasn't been clarified in this thread yet, i.e. that the accumulated healing is SPLIT between targets. So it is not healing up to your max HP on each player but rather your max HP / 6 per player (if it hits 6 players). Assuming 450k HP thats still 75k healing + mastery on each player which is pretty nice for an instant cast.
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01/11/13, 10:02 AM
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#394
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Piston Honda
Night Elf Druid
Ravencrest (EU)
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Actually the wording says "Upon blooming, their accumulated healing is split over the targets they heal" so if the accumulated healing is 450k and the bloom hits just 1 guy (e.g the tank) he will get healed for the full 450k.
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01/11/13, 10:22 AM
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#395
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<Druid Trainer>
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I think that what GC described is actually what was in when I looked yesterday evening (except for a minor discrepancy between 25% and 33% charging).
Right, you can heal for the 75k HP to 6 players, but that's with 3 clumped Mushrooms, and charging them up with 450k worth of Rejuv overheal.
Basically, at the moment what you put into the Mushrooms, in total points of healing, is the most you can get out of them. There's no multiplying of stored-up Rejuvs like we'd thought they would be.
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01/11/13, 12:44 PM
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#396
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Glass Joe
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Is there any way to find out if the mushrooms snapshot the druid's max health when they are placed? Would be nice to know if one can get supercharged mushrooms using Might of Ursoc (does the extra health go away when shifting our of Bear, I never noticed) and/or symbiosis Fortifying Brew?
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01/11/13, 1:42 PM
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#397
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Von Kaiser
Worgen Druid
Ravencrest (EU)
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Originally Posted by pelux
Is there any way to find out if the mushrooms snapshot the druid's max health when they are placed? Would be nice to know if one can get supercharged mushrooms using Might of Ursoc (does the extra health go away when shifting our of Bear, I never noticed) and/or symbiosis Fortifying Brew?
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Yes the extra health goes away, Brew does work and you'd probably have shrooms that updated automatically, nothing else makes sense.
Originally Posted by Hobnaker
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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We get the 9,375% mana cost reduction on rejuvenation, that's massive and well enough to make our healing on par. You have to remember that a paladin/shaman/priest doesn't have as powerfull CD's (disc is going to get nerfed) as us, it wouldn't be fair to have resto druids with tripple (if shrooms does turn out to be strong) raid wide CDs compared to 0 of paladins and still heal for the same value. The numbers I've seen suggest that the 9,375% rejuvenation mana cost is enough.
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01/11/13, 4:08 PM
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#398
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Von Kaiser
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Mushroom Extra Health
The mushrooms will store the extra health when you shift into bear or utilize an HP increasing ability, they will revert down to the owners pre boosted HP after a RJ overheals and the mushroom HP cap compares to the user HP cap and finds it to be higher.
Animation wise, the mushrooms do get fairly large and are rather easy to spot at full charge.
There is already an in PTR game alert to when mushrooms are at full health. (In game scrolling combat text, <Wild Mushroom Bloom!> will appear.
The Mushrooms still charge regardless of LoS and range (up to the despawn range).
Last edited by Kjeldorian : 01/11/13 at 4:20 PM.
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01/12/13, 1:07 PM
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#399
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Von Kaiser
Troll Druid
Burning Blade
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Originally Posted by Numiro
Yes the extra health goes away, Brew does work and you'd probably have shrooms that updated automatically, nothing else makes sense.
We get the 9,375% mana cost reduction on rejuvenation, that's massive and well enough to make our healing on par. You have to remember that a paladin/shaman/priest doesn't have as powerfull CD's (disc is going to get nerfed) as us, it wouldn't be fair to have resto druids with tripple (if shrooms does turn out to be strong) raid wide CDs compared to 0 of paladins and still heal for the same value. The numbers I've seen suggest that the 9,375% rejuvenation mana cost is enough.
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Did you really just say we have stronger CDs than Shamans? Healing tide does similar healing to Tranq and Shamans don't have to stand still doing nothing while it's going. Ascendance and ToL are pretty close and can change between fights. This is even ignoring SLT which is just incredible.
Tranq needs to be reworked, honestly.
I wish they would scrap mushrooms for Resto. Or do a much bigger redesign. I feel like the current (PTR) iteration of them is completely ignoring the most basic problem of Mushrooms which is that you're punished incredibly hard if you have to move them already (2 globals). The planned change will punish you harder since you'll most likely lose the overhealing you've saved up inside of them. If they're going to go with it we need some way to move them without getting punished, a la Totemic Projection.
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01/12/13, 6:35 PM
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#400
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Von Kaiser
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Yes, mushrooms currently lose the overhealing stored when you replace them, they despawn, etc.
If you have a single mushroom out it will cap out at 1/3 your max HP.
A minor bug I've noticed is that the first OH heal registered by shrooms only pumps up an individual shroom for 3 hp rather than the 1/3 OH value.
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01/13/13, 10:34 AM
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#401
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Von Kaiser
Worgen Druid
Ravencrest (EU)
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Originally Posted by Hobnaker
Did you really just say we have stronger CDs than Shamans? Healing tide does similar healing to Tranq and Shamans don't have to stand still doing nothing while it's going. Ascendance and ToL are pretty close and can change between fights. This is even ignoring SLT which is just incredible.
Tranq needs to be reworked, honestly.
I wish they would scrap mushrooms for Resto. Or do a much bigger redesign. I feel like the current (PTR) iteration of them is completely ignoring the most basic problem of Mushrooms which is that you're punished incredibly hard if you have to move them already (2 globals). The planned change will punish you harder since you'll most likely lose the overhealing you've saved up inside of them. If they're going to go with it we need some way to move them without getting punished, a la Totemic Projection.
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I've found that my tree of life beats everything anyone can throw at me, perhaps you should re evaluate your choice of spells in tree of life? I'm 100% serious when I say Tree of Life is the best raid cooldown ever, not including Spirit Shell for obvious broken spell. You do need to remember that Rejuvenation is more hpct (healing per cast time) then lifebloom, lifebloom also has a 150k+ bloom with it, pretty sure no one beats that in burst aoe healing except monks. Tree of life isn't an instant i win button sure, but it's seriously not that hard to press it 30 seconds before you expect high aoe damage, stack lifebloom and then rejuvenation everyone and watch your numbers sky rocket as no one loses any life.
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01/13/13, 11:38 AM
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#402
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Glass Joe
Troll Druid
Blade's Edge (EU)
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Numiro, you are horribly overgeared for your progress lvl. Try not to insult people too much, while you relate to your normal encounter experiences.
Tree of life is alright, I personally enjoy healing with SotF more... ToL isnt a requirement.
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01/13/13, 3:27 PM
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#403
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<Druid Trainer>
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Trying something little different--here's a video of healing a Challenge Mode as Resto, with a commentary by me:
Narrated Scarlet Halls Gold Challenge Mode, Resto Druid POV - YouTube
Hopefully helpful for people looking to get started healing Challenge Modes or see what they're like. And I've only done a few so far, so people who have done a lot of them might be able to add some advice too.
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01/13/13, 11:59 PM
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#404
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Von Kaiser
Troll Druid
Burning Blade
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Originally Posted by Hamlet
Trying something little different--here's a video of healing a Challenge Mode as Resto, with a commentary by me:
Narrated Scarlet Halls Gold Challenge Mode, Resto Druid POV - YouTube
Hopefully helpful for people looking to get started healing Challenge Modes or see what they're like. And I've only done a few so far, so people who have done a lot of them might be able to add some advice too.
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How do you (or others) feel about going for the ~3k Haste breakpoint for challenge modes? I know you mention picking it up, but I've been hearing ignoring haste for the most part and going heavy mastery is better. Your HoTs don't seem to be doing much regardless, you seem to have to heavily rely on Regrowth.
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01/14/13, 12:46 AM
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#405
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<Druid Trainer>
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You're right, that's interesting. I guess the issue is how much mastery I could get even if I eschewed haste. Remember crit is quite worthless when you're using heavy Regrowth and Spirit is of very marginal value when you're using so much Regrowth also. So other than mastery, you don't have much of any stat besides haste you really care about. If I could really get 2000 mastery or something you're probably right, I would. But I'll have to see how much room I really have to reforge more of it.
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