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Old 04/15/08, 8:39 AM   #736
cowamemnon
Glass Joe
 
Tauren Druid
 
Crushridge
the key to druid healing! :)

Originally Posted by Fieryeel View Post
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.

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Old 04/15/08, 9:15 AM   #737
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Originally Posted by cowamemnon View Post
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.

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Old 04/15/08, 9:32 AM   #738
cowamemnon
Glass Joe
 
Tauren Druid
 
Crushridge
Originally Posted by Playered View Post
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

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Old 04/15/08, 10:16 AM   #739
Grynyr
Glass Joe
 
Tauren Druid
 
Garona
Originally Posted by Fieryeel View Post
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.

Last edited by Grynyr : 04/15/08 at 10:24 AM.

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Old 04/15/08, 10:30 AM   #740
lairpie
Don Flamenco
 
Pandaren Monk
 
Shadowmoon
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.

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Old 04/15/08, 10:37 AM   #741
cowamemnon
Glass Joe
 
Tauren Druid
 
Crushridge
Originally Posted by Grynyr View Post
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.

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Old 04/15/08, 10:50 AM   #742
Noressa
Soda Popinski
 
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Noressa
Tauren Druid
 
No WoW Account
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.

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Old 04/15/08, 11:57 AM   #743
lairpie
Don Flamenco
 
Pandaren Monk
 
Shadowmoon
Originally Posted by cowamemnon View Post
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.

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Old 04/15/08, 12:12 PM   #744
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
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?

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Old 04/15/08, 12:34 PM   #745
lairpie
Don Flamenco
 
Pandaren Monk
 
Shadowmoon
[Robes of Faltered Light] seem pretty good for haste w/o dropping +healing, though that's obviously not super helpful right now.

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Old 04/15/08, 12:40 PM   #746
Noressa
Soda Popinski
 
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Noressa
Tauren Druid
 
No WoW Account
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.

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Old 04/15/08, 1:09 PM   #747
Whïspur
Glass Joe
 
Night Elf Druid
 
Crushridge
Haste

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.

---

I recently found a forum post by someone linking all the haste gear he could find:
Ogg Gulnath Tago :: View topic - Musings on spell haste for resto druids

It's at the bottom of that page.

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Old 04/15/08, 1:14 PM   #748
giansm
Bald Bull
 
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Night Elf Druid
 
Proudmoore
Originally Posted by Fieryeel View Post
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.

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Old 04/15/08, 2:15 PM   #749
giansm
Bald Bull
 
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Night Elf Druid
 
Proudmoore
Originally Posted by Whïspur View Post
math
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.

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Old 04/15/08, 5:30 PM   #750
Norfair
Piston Honda
 
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Night Elf Druid
 
Grim Batol (EU)
Originally Posted by Kanji View Post
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:

/castsequence reset=25/ctrl Lifebloom, Healing Touch(Rank 13), Lifebloom, Rejuvenation(Rank 13), Regrowth(Rank 10), Lifebloom, Healing Touch(Rank 13), Healing Touch(Rank 13), Rejuvenation(Rank 13), Swiftmend
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".


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