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10/10/12, 2:51 PM
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#91
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Glass Joe
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Spirit at 2 for 1 Int is not a terrible choice.
Hamlet has never said Spirit is a bad choice but wanted to discuss the benefit of X amount of Spirit compared to X amount of Int. Specifically when it came to Flasks and food.
Also, when you were looking at those healers, were you looking at only Druids or the other healing classes/specs?
Other classes have interesting mechanics which get more benefit out of their Spirit. Rapture/PW:S for Disc Priests for example regenerates mana based on their Spirit so they get to double dip on their Spirit for their mana regen. Mana Tide Totem increases casters' Spirit by 200%. So if these raids have a Resto Shaman or more, the other healers will get more benefit from their Spirit than they would otherwise get. This is another variable to consider when gemming/flasking/eating.
I do have to admit that it is a little annoying that our personal mana regen cooldown has zero scaling with our gear. That said, different classes are different and I don't want this to become a QQ post. I just want to point out that it's important to take other factors into consideration when looking at the best way to enhance your character. Guilds that are working on Heroic content tend to be extreme MIN/MAXers. They might have found that having 2 Resto Shamans makes it very worth it to stack more Spirit and just cast more, bigger spells. You have to consider if they're a 10 or 25m guild. Different people have different styles or preferences in healing. It's hard to say unless you consider other factors of why they want to stack Spirit so heavily.
These are the things we're trying to get to the bottom of and, more specifically, Hamlet is trying to bring awareness to in the Spirit Stack debate. In the end, we might be wrong and 1 Spirit might indeed be better than 1 Int in certain circumstances but we want to see some numerical data showing that...or at least I would.
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10/10/12, 4:17 PM
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#92
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Von Kaiser
Troll Death Knight
Firetree
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As I was healing last night I found that when completely out of mana as long as I had enough regen to keep WG/Swiftmend/lb on tank and oddly Wild Mushroom on cd the group was able to push through. I am gemming int and int/spirit for socket bonuses, 1st haste cap, and reforge to spirit giving me around 10.5k/5.
Seems to suggest having enough regen for the core spells to be mana neutral and then head for int. Rejuvv covers for poor play on the raids part or certain mechanics.
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10/11/12, 10:06 AM
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#93
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Glass Joe
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Originally Posted by Earen
Alchemy: Mixology with Flask of the Warm Sun will give you 320 Intellect as well as double the duration of your flasks. Alternatively you can utilize Flask of Fallng Leaves which will provide an additional 320 Spirit, however this is a weaker option.
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Mixology appears to be giving 480 bonus spirit for Flask of Falling Leaves. During our raid last night my flask buff was reading 1480 Spirit, while Earen's was reading 1320 Intellect.
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10/11/12, 10:08 AM
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#94
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<Druid Trainer>
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That's good to know. Really curious they did it that way while the Flask itself is still only 1000. Still not enough to make it something I'd recommend, but should be mentioned.
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10/11/12, 11:58 AM
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#95
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Likes Peachbellinis!
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Originally Posted by Taringe
Mixology appears to be giving 480 bonus spirit for Flask of Falling Leaves. During our raid last night my flask buff was reading 1480 Spirit, while Earen's was reading 1320 Intellect.
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Updated.
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10/11/12, 12:16 PM
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#96
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Von Kaiser
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Originally Posted by Hamlet
That's good to know. Really curious they did it that way while the Flask itself is still only 1000. Still not enough to make it something I'd recommend, but should be mentioned.
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I assume that someone decided that profession bonuses should be 320 primary or 480 secondary stat. That's consistent with JC and the gathering professions, but obviously not BS.
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10/11/12, 12:31 PM
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#97
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<Druid Trainer>
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Right, I figured that much. BS I know there's just no easy fix so whatever. JC is odd because it's not even +480 secondary, it's +320.
In all these Spirit arguments I've getting into lately there's been a focus on how Spirit is handled like a primary in some ways and like a secondary in some other ways. So this Flask is kind of goofy now--if you want to use the +480 Alch bonus (which is still the inferior 1.5:1 ratio anyway) you have to use a whole Flask of only 1000 Spirit. So you're choosing between 1480 Spirit and 1320 Int anyway--the little extra is kind of a meaningless gesture.
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10/11/12, 4:17 PM
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#98
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Likes Peachbellinis!
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After experiencing all of the encounters the past couple of weeks, I feel comfortable stating that we continue to have a pretty large gap in our toolkit with regards to burst AE healing in a raid environment - with WG/Rejuv continuing to be the primary way for us to counter this type of damage. I feel fairly confident that one of two things is going to need to happen to keep us on par with the other healers: - Disregarding the fact that the implementation is terrible, mushrooms needs a buff to the healing they do; and/or
- The base cost of Rejuvenation needs to be reduced slightly.
Even making a conscious effort to use less Rejuv, taking nourish out of my rotation, and being extra vigilant with my mana, in many situations I find either come up short with healing needed or I'm running my mana bar dry trying to heal some of the damage patterns in this early tier of content with our current toolkit.
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10/11/12, 4:34 PM
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#99
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<Druid Trainer>
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If I had to suggest a change to WM right now, even before worrying about the coefficient, it would be having the Resto version use only one Mushroom instead of 3. First of all I'm not sure that 3 adds anything--I doubt there will be many situations where you spread out 3 Mushrooms to give a tiny heal to people in different places. The 3 GCD's of setup just kills the usability of the spell. I think the niche non-rotational heal idea can work out pretty well if you can do the setup in 1 GCD whenever you have it free in between other things. As it stands, it's hard to find a time when you really want through go this whole big production, paying the time and mana cost up front.
In addition to the making the whole setup now/use later idea work, which is really the unique thing about this spell, being able to plant in one GCD lets you use it as an effective instant. Given its weakness (less healing than a WG, despite being AoE-based instead of smart), I don't see a danger here. Just another tool for a healer who's positionally aware to get a small AoE burst.
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10/11/12, 5:43 PM
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#100
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Von Kaiser
Troll Druid
Twisting Nether (EU)
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I would prefer a glyph about mushrooms increasing range or healing or even adding an extra mushroom . Mushrooms are acting now like living seeds in previous expansions even if you use them more which is a waste of time since you need to click them 3 times and place them. Since hamlet open the mushroom discussion they can perhaps instead of buffing the healing to make it provide a 2-3 sec temporaty damage reduction also making it abit similar to spirit link or give some mana back (even a small ammount) giving us another way to get mana back since we had some mechanisms removed in mop.
I agree with earen in his comments and somehow feels like hots(rejuv) dont play an important role in fights anymore and its more a matter of aoe healing and direct healing.
Has anyone tried any mastery build ignoring spirit ?
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10/11/12, 5:51 PM
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#101
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Likes Peachbellinis!
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I completely agree that the mechanics of mushrooms are in desperate need of being reworked if it is ever expected to be a functional part of our toolkit. And I understand where you are coming from indicating that should be the first thing fixed. But I'm not confident that simply improving the mechanic would be enough (which I don't think you are stating, you are simply saying the placement is problem one). Even if it gets changed to one drop, I still think that if Druids are going to be able to handle AE situations effectively, they will likely need to see a buff of some sort (or the CD on bloom reduced/removed?). And while all of that is being sorted out, if it is ever sorted out, we are left in the same place we seem to find ourselves regularly: leaning on Rejuv and Wild Growth with our mana screaming as we are trying to get things done with a toolkit that falls short.
It is my hope that this time around we will receive more than a band aid fix that will have to be adjusted each tier - which should be possible with fixed mana pools.
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10/12/12, 1:57 PM
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#103
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Glass Joe
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I'd like to see WM setup completely off the GCD and/or the single Mushroom idea.
I continually try to fit it into my rotation--usually when incoming damage is low or I'm (near) oom. Outside of that, it's very time intensive without a lot of payoff. As noted, it isn't a smart heal, thus it tends to waste a lot of healing on over healing while taking, depending on haste levels, 4-6 seconds to set up and execute.
On the bright side with Rejuv, once you get 2p, it's 10% cheaper to cast.
In all seriousness, though, the cost of Rejuv makes it hard to cast on multiple targets without killing your mana. Maybe that's the point of the high cost. That being said, if you're raid healing and need to pick up a few people a little more than WG and the Swiftmend Bonus can provide, you're left with very mana inefficient options.
Things are definitely precarious at these lower gear levels and without a disciplined raiding group making huge efforts to avoid taking damage, healing output vs mana consumption is on a razor's edge. Maybe we're just a little undergeared and things will ease up as our gear improves. Add to that that people are new to the fights and are taking much more damage than they would otherwise, and things look a little better overall.
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10/13/12, 6:58 AM
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#104
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Glass Joe
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I actually haven't found the mana cost of Rejuv to be that big of an issue, at least in 25 man normals (I have very limited exposure to heroic at the moment). Most damage is predictable and sporadic, such as Feng aoe phases, mind control phase on spirit kings, total annihilation and spark phases on Elegon, titan gas on Will, etc. If you time you rejuvs for these phases, and work hard to conserve during the rest of the fight, you should find that while you'll be low on mana by the end, you should be able to pull through.
I do agree with the general feelings towards WM though. While they're a fun mechanic, and are still a mediocre amount of healing, a buff/change to them would go a long way towards improving resto druid quality of life/burst healing toolkit.
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10/13/12, 4:37 PM
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#105
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Moonkin Hatchling
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Does the Wild Growth breakpoint give another tick for the Efflorescence part of Swiftmend still?
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