person 1: I added a whole bunch of boss debuffs manually like this...
me: yeah, there's GridStatusRaidDebuff that i was using last patch, but mine broke and i keep forgetting to fix it
person 2: you can also add all the debuffs manually like this...
person 3: you can also use GridStatusRaidDebuffs
haha, i just thought that was kinda funny. But yeah, good mod. I'm going to go figure out why mine broke now.
Lets discuss Regrowth vs. Rejuvenation for Felmyst.
Regrowths initial healing is almost always wasted here, however, the longer hot is particular nice, as it allows you to apply to more targets, having more options available for swiftmend in the case of Encapsulate. Pros: Encapsulate protection on more targets due to longer duration. Cons: Wasted initial heal in most cases. Weaker hot. Cast time, as opposed to instant cast of rejuv.
Rejuvenation is going to do more healing of the Aura, and is brilliantly suited *just for* that purpose it seems. Two druids keeping LBx3 up, tossing rejuvs is amazing, with maybe a priest Renewing between MDs. The bad part, is that rejuv is a shorter hot, so you really have to pick key target to keep the rejuv up on, such as your priests and mages who are somewhat fragile.
Either way, LBx3 should always be maintained on the MT, imo. What thoughts do you guys have?
Ah, sorry, Gian, I'm cycling rejuv again until the regrow CD's are up, then re-stacking regrows, refreshing rejuvs (I tend to refresh rejuv on the main tank though, when it falls off during a regrow cycle.)
Guys, when I am told to be on "raid heals", is it my responsibility to still make sure the MT gets a triple stack of LB at all times, or can I safely treat the tank as any of the raid member, whom I simply LB when taking damage?
Also, how can I improve my healing at VR? It is annoying for me, because every time at VR, the shamans get top two, the priest get third and fourth, and I am always on fifth for three consecutive times already. When I am on raid heals, what I do is go into caster form and run around throwing LB + Rejuv on everyone who's injured.
So this being my first post, i'm probably going to sound scrubby but to reply to your question, when i'm on raid healing, I usualy treat the MT as another person on the raid that I just keep heals on. Though I always have a rejuv or regrowth on him at all times to be there for a swiftmend if things get rough.
For VR, shammins is win that fight. Not much more to do than heal all you can I guess?
Though I have a question on some higher content.
Recently I got into a conversation about spell haste as a tree durid. My buddy has been filling his yellow sockets with +10 spell haste (yellow sockets are useless?) and his others with just pure +heal, keeping his meta with other sockets of course.
The question being, would it be worth it to sacrifice the regen for enough haste to get 5 rolling lifeblooms? I'd love to test it, but i'd rather not be testing this with a shortage of the gems. : sigh :
So this being my first post, i'm probably going to sound scrubby but to reply to your question, when i'm on raid healing, I usualy treat the MT as another person on the raid that I just keep heals on. Though I always have a rejuv or regrowth on him at all times to be there for a swiftmend if things get rough.
For VR, shammins is win that fight. Not much more to do than heal all you can I guess?
Though I have a question on some higher content.
Recently I got into a conversation about spell haste as a tree durid. My buddy has been filling his yellow sockets with +10 spell haste (yellow sockets are useless?) and his others with just pure +heal, keeping his meta with other sockets of course.
The question being, would it be worth it to sacrifice the regen for enough haste to get 5 rolling lifeblooms? I'd love to test it, but i'd rather not be testing this with a shortage of the gems. : sigh :
If I'm ever raid healing I make sure to keep a three stack lifebloom on the tank as well as any raid members I notice I'm needing to put a lifebloom on frequently. The important thing I've found when raid healing is to use any free time to cast regrowth and rejuv on the main tank if your lbs are refreshed.
As to haste:
Depends how much regen you have to spare But if you do go down the road of reducing your global cooldown, you gain so much more than an opportunity to roll 5 lifeblooms (such scenarios seldom present themselves anyway). If you're healing 4 tanks, then you can stagger a rejuvenation as your 5th cast. Or if you're healing 3 tanks you get to cast lifebloom three times and have enough time for two other spells before going back to lifeblooming. The extra time for a cast also allows you to use swiftmend and/or Nature's Swiftness without having to sacrifice losing some stacked Lifeblooms.
I'm currently in Hyjal/BT, and I'm hoping to create a haste set that I'll test out in Hyjal trash. We run with 5 tanks there for trash (paladin, warrior, three ferals) and it would be nice to see how 5 lifeblooms work out there. I already do 24% of the healing (out of 7 healers - Wow Web Stats ) just by keeping a three stack lb on 4 tanks, so theoretically the 5th stack / free gcd should boost me even higher.
If I'm ever raid healing I make sure to keep a three stack lifebloom on the tank as well as any raid members I notice I'm needing to put a lifebloom on frequently. The important thing I've found when raid healing is to use any free time to cast regrowth and rejuv on the main tank if your lbs are refreshed.
As to haste:
Depends how much regen you have to spare But if you do go down the road of reducing your global cooldown, you gain so much more than an opportunity to roll 5 lifeblooms (such scenarios seldom present themselves anyway). If you're healing 4 tanks, then you can stagger a rejuvenation as your 5th cast. Or if you're healing 3 tanks you get to cast lifebloom three times and have enough time for two other spells before going back to lifeblooming. The extra time for a cast also allows you to use swiftmend and/or Nature's Swiftness without having to sacrifice losing some stacked Lifeblooms.
I'm currently in Hyjal/BT, and I'm hoping to create a haste set that I'll test out in Hyjal trash. We run with 5 tanks there for trash (paladin, warrior, three ferals) and it would be nice to see how 5 lifeblooms work out there. I already do 24% of the healing (out of 7 healers - Wow Web Stats ) just by keeping a three stack lb on 4 tanks, so theoretically the 5th stack / free gcd should boost me even higher.
I supposed. My guild is farming Hyjal/BT atm and working into sunwell. I rarely find the case where I need to aCTUALLY heal.. 5 tanks at once? : blink : in fact I sleep through half the trash anyways <_<; Pally tanks win, and whatnot. The haste does sound fun, but then again the retarded regen helps in sunwell so that I can cut down on the chain potting.
My friend went as far as getting the haste trinket from ZG, as well as various other haste items. It just seems you lose so much regen from it.
There really aren't that many cases that you need to keep that many HoT's on people without it falling off, eh? Name a few for me prz. ^^;
Sorry if someone has said this allready, but i went with +7 res all to cloak, and its awesome for sunwell, I resist
burns about 30% of the time seems like (prolly not that high). For hyjal/bt i'd probably go with 15 shadow. I used
to have sublety and found it completely useless. Resisting the fears and mana drain effects there would be awesome.
Awesome thread, nice to hear someone who understands tree as well or better than i do.
Sorry again if this has allready been mentioned here:
I used this trick for the mana drain boss in hyjal before they buffed our regen, if you have low regen might still
consider using it. Stay in cat form untill the other healers start getting low on mana, bust out and heal like a
madman, our first kill in my old guild i kept all the melee alive long after every caster was dead. He doesnt
even hit that hard so you can easily solo heal the tank.
So this being my first post, i'm probably going to sound scrubby but to reply to your question, when i'm on raid healing, I usualy treat the MT as another person on the raid that I just keep heals on. Though I always have a rejuv or regrowth on him at all times to be there for a swiftmend if things get rough.
For VR, shammins is win that fight. Not much more to do than heal all you can I guess?
Though I have a question on some higher content.
Recently I got into a conversation about spell haste as a tree durid. My buddy has been filling his yellow sockets with +10 spell haste (yellow sockets are useless?) and his others with just pure +heal, keeping his meta with other sockets of course.
The question being, would it be worth it to sacrifice the regen for enough haste to get 5 rolling lifeblooms? I'd love to test it, but i'd rather not be testing this with a shortage of the gems. : sigh :
Thats a silly question, if you're going for haste fine i havent tried it yet dont have good enough haste gear.
But just because you have yellow sockets you dont have to put yellow gems in them, socket bonuses are for sissies.
Take that stupid yellow socket and pop a 22 heal red gem in it.
I would like to punch whoever designed the druid tier gear, they gave us barely one useful set bonus, and yellow
gems everywehre, what the hell. (2 good set bonuses if you count the blue set)
Guys, when I am told to be on "raid heals", is it my responsibility to still make sure the MT gets a triple stack of LB at all times, or can I safely treat the tank as any of the raid member, whom I simply LB when taking damage?
Also, how can I improve my healing at VR? It is annoying for me, because every time at VR, the shamans get top two, the priest get third and fourth, and I am always on fifth for three consecutive times already. When I am on raid heals, what I do is go into caster form and run around throwing LB + Rejuv on everyone who's injured.
Hot the tank anyways, you can do both. If the raid heals were so urgent they wouldnt have a druid doing
it. I found i had to ignore a lot of my healing assignments, they'd tell me to heal 'x' and sure i'd heal 'x'
but i'd heal 2-3 other people also. I'd just keep an eye on 'x', and after a while they stopped even giving
me healing assignments because i was crushing the meters and keeping everyone around me alive.
I would like to punch whoever designed the druid tier gear, they gave us barely one useful set bonus, and yellow
gems everywehre, what the hell. (2 good set bonuses if you count the blue set)
I dont honestly know where you are finding all these yellow sockets, there is exactly 1 yellow socket on each complete Tier set for Resto Druids, not to mention generally each set has been very well itemized for the most part (a good balance of stats).
The only possible complaint is at set boni we got;
T4 was okay - nothing amazing but it could be worse on either one.
2T5 was okay although back then RG wasn't nearly as viable to be used as it is now, 4T5 was mostly worthless.
2T6 is very nice, 4T6 happens to be worthless due to how almost all others have enhancements on their primary abilities in comparison.
Regarding sockets in Sunwell items, they seem to want to limit how much people increase themselves - we (and others) have gone from mostly blue sockets with +healing socket boni, to mostly red sockets with +regen boni, ah well.
I dont honestly know where you are finding all these yellow sockets, there is exactly 1 yellow socket on each complete Tier set for Resto Druids, not to mention generally each set has been very well itemized for the most part (a good balance of stats).
The only possible complaint is at set boni we got;
T4 was okay - nothing amazing but it could be worse on either one.
2T5 was okay although back then RG wasn't nearly as viable to be used as it is now, 4T5 was mostly worthless.
2T6 is very nice, 4T6 happens to be worthless due to how almost all others have enhancements on their primary abilities in comparison.
Regarding sockets in Sunwell items, they seem to want to limit how much people increase themselves - we (and others) have gone from mostly blue sockets with +healing socket boni, to mostly red sockets with +regen boni, ah well.
my bad i meant BLUE sockets not yellow, both yellow and blue are useless
yeah finally some RED sockets yey
Also, how can I improve my healing at VR? It is annoying for me, because every time at VR, the shamans get top two, the priest get third and fourth, and I am always on fifth for three consecutive times already. When I am on raid heals, what I do is go into caster form and run around throwing LB + Rejuv on everyone who's injured.
When we do VR (We are currently a 1/6SSC 2/4TK guild) I always go tree form and then go in with the melee at VR's feet. Its very simple to throw a LB on yourself in your rotation to heal up the pounding dmg on yourself. Keeping LB stacks at least on the current tank and throwing single LBs on the melee, makes you a great healer for this fight. With 7 healers last time (including a shaman and 2 CoH priests) I healed close to 30% of the total healing the last time we took him down.
Not having to dodge orbs helps out a TON. Just make sure you are completely in with the melee so you don't draw an orb down on them.
The problem with healers going in and just healing themselves through the pounding is that its not like VR doesn't throw your orb anymore, he just throws all the ones that should have been at you at someone else. Not only that, but there's a 100% chance he's throwing at a class that's less able to perform their raid roles while moving than you are.
When we do VR (We are currently a 1/6SSC 2/4TK guild) I always go tree form and then go in with the melee at VR's feet. Its very simple to throw a LB on yourself in your rotation to heal up the pounding dmg on yourself. Keeping LB stacks at least on the current tank and throwing single LBs on the melee, makes you a great healer for this fight. With 7 healers last time (including a shaman and 2 CoH priests) I healed close to 30% of the total healing the last time we took him down.
Not having to dodge orbs helps out a TON. Just make sure you are completely in with the melee so you don't draw an orb down on them.
Thats a great idea, i didnt know the pounding was so weak. Too bad we're way past VR
Yeah whoever asked earlier do what he says.
As far as getting extra orbs on other people, big deal. Its easier to dodge them when there are fewer
people around, its the ones shot at other people that are dangerous.
I heard of trees doing the same thing on archimonde, but its too fun to be shot into trees
and mountains.
Spell haste is a great stat and people are now playing with it, which is why there isn't much discussion on healing. Yes, you're "gimping" your regen, however there is no magic cookie for having a ton of mana left at the end of a fight. If your +heal is fine, you're regenning more then you can possibly use and you have access to over 150 spellhaste (220 is my personal minimum, with 250 being ideal) then haste is a great stat. You aren't just looking to lifebloom 5 targets. You can completely change your healing cycle by being able to pull in 1.70 cast regrows, 1.3 second rejuv/lifebloom/swiftmends. Pots, food buffs and oils are all amazing at regenning mana, take advantage of them.
That said, if you can't get much haste, you won't see much of a difference other then more time to wait between refreshes. While you're still gearing with tier gear, I'd recommend sticking to straight +heal or +heal/mana per 5 gems.
Thats a great idea, i didnt know the pounding was so weak. Too bad we're way past VR
Yeah whoever asked earlier do what he says.
As far as getting extra orbs on other people, big deal. Its easier to dodge them when there are fewer
people around, its the ones shot at other people that are dangerous.
I heard of trees doing the same thing on archimonde, but its too fun to be shot into trees
and mountains.
The pounding does a fair chunk of damage, you're going to either healing yourself a lot, or getting a lot of heals. If anyone should be using that strat, it would be paladins, not druids. They can't heal while running, and actually gain an advantage from being hit. TBH, your entire raid should be taking the pounding other than hunters and druids before a druid should ever be the right choice to take it. Especially if you have a coh priest, a few more people taking the pounding and clearing out space around VR might be nice, but druids are about the last class it should be.
The difference between this and archimonde is that running through a fire to stay close to the tank on archimonde makes you more able to keep healing. On VR you can still heal fine while dodging orbs.
Its going to bother me; I really want to get a haste set sorted but I've always had a 'goal' of getting 300 single LB ticks (going to need another 120~healing) which I should be able to get upon reaching Twins loot.
To get enough haste to matter its going to eliminate my goal of doing this, and I've been completly happy to pass the new T6 pieces to the Mages/Rogues in the guild as for them it helps them maintain set bonus without having to ignore upgrades due to breaking it.
Naturally we have
Neck (30~ haste) - ZA
Ring (30~ haste) x2 - BT
Belt, Bracers, Boots (40~) - SP
Cloak (30) - BT
Gloves (40) - SP
Shoulders (30) - SP
Offhand (20) - SP
Making roughly 250 haste without gimping -that- much, and excluding gems ofcourse which could top it up to around 300.
Are there any other items im missing from this which fit nicely with normal gear without gimping your general stats too badly?
The only things I can think of would be either the Brooch of the Highborne (20) and Amulet of Flowing Light (25, JC only.) The biggest issue I'm having with the ZA neck is the lack of stamina.
I've read many here talking about 1.3 second GCD and 220+ haste but no calculations. So I did some calculating...
Assuming a 7 second cycle (time before lifebloom expires)
4 Casts per 7 Seconds
So 7 second cycle / 1.5 second global cooldown = 4.67 casts every 7 seconds
This means there is a good amount of buffer for lag for a normal resto druid to keep constantly refreshing 4 hots without any issues.
I believe this comes down to about to a .25 second buffer between hots, for a total of 1 second buffer in a 7 second cycle.
5 Casts per 7 Seconds
Now, to get to 5 casts per 7 second cycle, one would need a global cooldown of 1.4. This is about 6.67% haste rating.
The formula to calculate how much haste rating we would need for 1.4 GCD is:
2355/(H + 1570)=GCD --> (2355/GCD) - 1570 = H
Put in 1.4 for GCD and we get 113 Haste rating for 5 casts per 7 second cycle.
However, this has no compensation for latency. Perhaps a more ideal GCD might actually end up as 1.3.
(2355/1.3)-1570=242
To get that much a druid would need 242 Haste to compensate for lag by a total of .5 seconds per 7 second cycle, or .1 per cast. This is about half of what we normally get.
Anyone see any mistakes on my calculations? My aim will now be to get to 113 and then get a feel for my own latency issues.
Guys, when I am told to be on "raid heals", is it my responsibility to still make sure the MT gets a triple stack of LB at all times, or can I safely treat the tank as any of the raid member, whom I simply LB when taking damage?
Also, how can I improve my healing at VR? It is annoying for me, because every time at VR, the shamans get top two, the priest get third and fourth, and I am always on fifth for three consecutive times already. When I am on raid heals, what I do is go into caster form and run around throwing LB + Rejuv on everyone who's injured.
I think you should maintain a lifebloom stack on the tank unless a) his assigned healers have him covered so well that it is truly unnecessary, or b) the damage on the raid is so intense that you cannot spare the GCD. Keep in mind that if either of these situations does happen it may be a sign of bad healing assignments by your raid leader (both situations could happen if there are too many healers on the tank).
For example on Void Reaver I was assigned to the raid and usually did what you describe, since we had 1-2 shaman and 1-2 paladins in the pounding healing the tanks and melee. I would run around the outside and clean up people that got hit by orbs as well as hot melee and tanks. I kept lifebloom up on the tank when not much else was going on, but I didn't attempt to keep it up 100% if I had other things to do. This was because of reason (a), since the healers in the center had the tanks completely under control.
As another example, on Archimonde our strategy calls for all healers to have a combination MT/raid "heal whatever you can" role due to the range issues brought up by doomfire and air burst. In a crunch situation (bad doomfire on the melee for example, or cleaning up after a soul charge) it ends up that the paladins spend most of their time on the tank and the shamans and priests spend most of their time on the raid since that's what they're used to. On this boss I maintain a stack of lifebloom on the MT 100% of the time (since healing on him can be shaky if too many healers are bursted) and I spend the rest of my time either loading him up with hots or healing the raid, depending on what other healers are doing.
Well there have been calculations, in fact I did some a couple of months ago when 2.4 notes first came out that looks very similar to yours: post #182. It doesn't take into account any of the new gear since it wasn't available yet, but the idea is the same. I made the assumption that you had to wait for latency between casts, but later discussion in the thread revealed that the amount of "buffer" necessary probably depends more on your latency fluctuation than your actual latency, so in that case it would be very difficult to predict in advance how much you will need. The numbers people are throwing around (roughly 200 give or take 20-30) are based on reports from people that have the ability to stack haste that high.
I remember one of our Paladins saying he could solo heal Burn vics provided they had HoTs on them to heal between his cast, but said Paladin wasn't present this week, so I didn't really get a chance to see how that'd work out.
After reading this message I have been wondering a lot if it's possible to solo-heal Burn people as a druid. I did some theorycrafting and came up with the following macro:
Been trying it the last two raids, and it works. You need to start casting it at 19.5-20 sec left on Burn, and you can basically solo heal that person (requirements are that he has at least 4k hp and no more Meteor Slash debuffs). There are some things to consider though.
Let's say the first person getting Burn is player A, the person that gets it next is person B and the person after that person C. Since Burn lasts 60 seconds and gets applied every 20 sec, only three people can have Burn at a time. So when player C gets Burn, player B will have 40 seconds left on his debuff and player A 20 seconds left.
Now what we did in our raid, is make me use the macro (I'll call myself macro-druid) and the other druid heal player B and C (I'll call him backup-druid). This has several advantages:
- backup-druid can spend most of his time healing the tanks since player B and C only got Burn recently and therefore receive only little amounts of damage (a hot or two is enough to keep them up)
- there is more control in "oh shit everyone has Burn" situations, where otherwise the two healers could be healing player A to save him while player B is dying
- it makes the job a lot less stressful knowing everything is going according to plan
There are two drawbacks I experienced myself. The most important one is that when player B and player C both have a lot of Meteor Slash debuffs, backup-druid has a hard time keeping them up as they both receive quite a lot of damage. Since macro-druid is only healing player A (and nothing else), he can't help them out. But, imo, this is not much different with any other Burn-healing tactic where you are using only two healers, since in the end you still have to heal up three people with a lot of damage.
Second one is you need to stay in casterform while you're at it. This makes it pretty mana intensive. With chainpotting and an Innervate it's pretty doable though, but if you have bad luck and a lot of people get Burn who can't remove it (rogues/mages/palas), then you will be spending a lot of mana. Also you need to Innervate each other since if you are spamming the macro there is no room for a gcd to Innervate yourself. When there is a break (e.g. a rogue/mage/pala gets Burn next) you can Innervate the other druid.
The first time we killed him we didn't do this and were just spamming everyone who had Burn. Usually this went "okay" but sometimes it was really close with people dying. Also I felt that we were overhealing like crazy a lot of the time and that that healing could better be spent elsewhere, as Burn damage is rather predictable. As a side-effect, none of us had time to heal the tank when there were people with Burn alive, so I figured this would help out on the tank healing as well. I wondered if other Burn healers experienced this as well and/or have a good way to optimise Burn healing, besides "just spam anything that has the debuff".