currently its the 13 tick in wild growth which is strange because in here it says 5737 while everywhere else it is says 5730 (e.g. totemspot) and if i remember correctly when i was testing 5730 was the haste cap for extra wild growth tick.
Also why berserking is that bad since you can reach the higher haste limits for 10 secs ? (Its not much to reforge your stats for that but not that bad). You can utilize wild growth (outside sotf) and lifebloom and if you reforge for abit more haste you can reach extra tick on rejuv (again dont say to do that but just wonder if with new patch it can scale better to reach last ticks on rejuv and traq)
Oh right, 5730 is WG13(SotF) pre-patch. The resto post already has post-patch SotF since it's soon, and 5437 is WG15(SotF) then.
Any thoughts/math on recommending 6652 breakpoint instead of 3043 once we get new trinkets? Considering the way haste affects realPPM it should boost haste's value a bit. Not to mention that getting down to 3k can already be a problem with heavy haste gear setups, which 522+ilvl will probably make worse.
I will be aiming to keep the 2 pc t14 because of the lack of a mana reduction set bonus in the next tier until the t14 4 pc becomes an immediate option. The value of the 2 pc t14 in 5.2 will be about 4k mp5 which will be important during progression as mana regeneration helps make up for learning.
Though there will be overhealing from the 4pc t15, it can be strong in quickly charging up WM:B but this will rely on your raid's strategies regarding encounters and how strong you can make the ability in your use and timing.
The two piece t15 will be something I will highly seek, though the four piece t14 does provide viable HPS with SoTF (and the SoTF changes), the t15 2 piece allows for the flexibility of going with Incarnation as a HPS CD rather than the set rotation in the t14 4 piece.
Last edited by Kjeldorian : 02/28/13 at 8:18 AM.
Reason: Confused Tier Numbers
With my understanding, if a trinket has an ICD then haste will not shorten that ICD, which does not really give haste that much higher priority in making a trinket proc given that we have a spell that has a flat 1 second global that we use heavily.
Does the new trinkets based on RPPM, still have ICD? Wasn't RPPM supposed to not have an ICD to really give you that real amount of procs/min?
About using haste, imo, it all depends on how much we will be actually using WM:B.
Haste is the worst stats for it, since it only affects how faster you fill it with Rejuvenation, wile Mastery double dips, both in increasing the overhealing, and increasing the actual bloom, since the final value seems to be affected by both Mastery and Critical, but not Haste.
So maybe right now we will use: Haste (3043) > Mastery > Crit > Haste (over cap)
Or if trinkets really have no ICD, and increasing haste really worth it: Haste (3043) Mastery > Haste > Crit ?
We need more actual math to see what are the gains from the extra haste for trinkets, and how much, in rreal heroic raiding, will be usefulness of WM:B.
According to the blue post linked on previous page only one trinket has an ICD in addition to rPPM mechanic.
- Soothing Talisman of the Shado-Pan Assault â€“ On Use, 180sec CD.
- Horridon's Last Gasp â€“ 1.00 RealPPM on heal from helpful spell and periodic spell while in combat. No ICD.
- Inscribed Bag of Hydra-Spawn â€“ 1.13 RealPPM on heal from helpful spell and periodic spell while in combat. 17 sec ICD.
- Stolen Relic of Zuldazar â€“ 3.00 RealPPM on attempting helpful spell while in combat. No ICD. Use effect has a 20sec CD.
- Lightning-Imbued Chalice â€“ 3.00 RealPPM on heal from helpful spell and periodic spell while in combat. No ICD.
I'm not suggesting prioritizing haste per se, just the possibility of 6652 breakpoint being now worth mastery loss.
6652 gain is so little, but its cost in mastery so huge...
Idk if we want 6652 this tier... or even this expansion.
Maybe if we get like 4k or 5k+ reforging everything out of haste, maybe it worth to keep another 1600 to reach the cap, but wile we are still away enough for it, i really don't believe that it will be good to go for haste.
We need to look at how we will be geared wile doing the second half of heroics to see what will be most beneficial there.
Or atlast look at BiS and try to see what will work when we reach that.
Yeah. I've been behind on doing real math on it, but it's going to be pretty clearly worth using. Not great that it's a throughput loss, but small enough that you'll take the large mana gain. Even though a lot of our spells are pretty cheap, and the expensive ones like RG are often clearcast already, it's just a lot of mana over 1.5 procs/min (with haste). If you get a typical 8700 mana Rejuv every 40s, that's still over 1000 MP5.
Worth confirming at some point that clearcast spells don't eat it.
What do you think about the new Mushrooms? Is trying to use them efficiently worth the effort?
They excel on some fights with predictable movement like Megaera and JiKun, but are still weak for the same reason they used to be in the past on heavy movement fights (aka a lot of this tier) in that movement makes them useless.
They also have some good potential on Iron Qon, by putting them on melee or one of the stacking spots your raid uses for phase 1.
For periods of raid damage where you stack up and heal (e.g. Jinrokh, Megaera Rampage, etc.), it's absolutely worth putting them down at the place your raid is meeting up at and charging them through your normal healing. Weaving them in as part of a rotation still isn't worthwhile, and as such they won't be good on fights where Rejuv gets to tick its full duration without overhealing (constant raidwide damage auras, etc.). On fights where the raid isn't collapsing to a single predetermined spot but the tank is in a static position, you could use them as a Lay on Hands for a tank damage spike.
Regrding Horridon's Last Wish, I just did an LFR with it equipped to check out the proc rate. Results are here.And here.
Got 4 procs on an 8 minute Lei Shi fight leaving it at a measly 345 mp5. Sha fight has it around 835 mp5. Had an unlogged council attempt last night where I had 66000 mana from cloudburst over the first 3 minutes, putting it ahead of innervate at 1850 mp5.
It doesn't seem to proc with any increased reliability from wild growth (I have a limited understanding on RPPM so not sure what is meant to affect it). It seems unable to proc from overhealing which may give it a heavy bias to high raid damage fights (although my results don't reflect this). I did manage to get it to 2 stacks at a few points during the Sha fight.
The end result is that it seems to be a very volatile trinket that swings between OP and useless at a whim making it very difficult to gear around with regards to spirit.