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08/18/08, 5:25 PM
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#251
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Glass Joe
Tauren Druid
Ravencrest (EU)
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I did some research on Inscription and actually found something interesting from there. Basically every player in game gets a "glyph interface" to which he can add 3 major and 3 minor glyphs. Whats interesting in this however is the question: "what if I respec for pvp or respec for raids?". If glyphs work like gems then if you replace a glyph with a glyph then the earlier glyph just simply gets destroyed. Where does this lead? Well basically it leads into that that a) Inscribers have good markets if a lot of people respec glyphs on weekly basis and b) that people have a new money-hole.
I havent found any info on how much ink/otherstuff one glyph costs so its impossible to do reasoning on how good profession inscription is and how much money this new glpyh issue is going take from all. If you are in beta and you can find information on this I would be gratefull.
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08/18/08, 6:40 PM
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#252
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Inscription isn't implemented beyond 120~? I recall others mentioning elsewhere - there aren't any answers to those questions until Blizz decide to implement them.
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08/28/08, 8:53 PM
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#253
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Von Kaiser
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Impressions so far
Just a few impressions from healing at level 80 so far in beta, obviously this is going to be all about 5-man not raid healing. For the most part I'm still wearing T6/Sunwell gear although I picked up a bunch of new gear last night, including the shiny new heroic mace.
1) I'm not rolling lifebloom. The only person who I've been maintaining a stack on is the MT. In theory I could roll blooms across the entire group but honestly there's an interesting mix of a reasonable amout of group-wide damage and some pretty heavy tank damage in most fights. It means that my LB stack alone isn't cutting it on the MT.
2) I use a lot more spells than I used to. I'm generally maintaining LBx3, and Rejuv on the MT then using regrowth as a first option to top off the tank. As a note, regrowth hits hard now with living seed. After that it's usually just maintaining the HoTs and throwing in Nourish to fill in the gaps on the tank. Some of that I think I'd normally cover with swiftmend but it's interesting not having it.
3) Even 1.5s cast time spells don't land fast enough when you really, really need them.
4) Flourish shows hints of greatness but at one rank isn't really that useful.
5) I'm really hoping that Improved Tranquility kind of slides under the radar because it's pretty awesome.
Overall, I'm really happy with our healing, and even more happy to have some five man instances that are reasonably challenging overall. I'm sure they'll lose some luster once people are geared a bit, but for now I like the inherent risk of death.
Last edited by Pyxis : 08/29/08 at 11:22 AM.
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08/28/08, 9:56 PM
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#254
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Could you throw off some Nourish numbers please? I've heard that the +20% extra healing doesn't scale - as in only the base amount gets a +20% (so 300-400 extra) if the target has a HoT on them.
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08/29/08, 10:03 AM
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#256
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Piston Honda
Tauren Druid
Illidan (EU)
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This is not currently implemented in beta.
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08/29/08, 11:07 AM
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#257
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Von Kaiser
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Originally Posted by Playered
Could you throw off some Nourish numbers please? I've heard that the +20% extra healing doesn't scale - as in only the base amount gets a +20% (so 300-400 extra) if the target has a HoT on them.
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Actually despite claims from other people, I don't actually think it's working at all.
I did a really rough test this morning, I was wearing 1449 spell damage and was not in ToL for the test. None of my gear could proc extra spell damage.
Without any hots, I did 8 casts for these results:
3329, 3309, 3437, 3269, 3328, 3330, 3323, 3378 => Average 3338
With regrowth up on the target:
3158, 3464, 3308, 3335, 3145, 3428, 3427, 3322, 3442, 3355 => Average 3338
Obvious that seemed like it wasn't working at all so I went back and tested with LB and rejuv:
Rejuv: 3253, 3321, 3446, 3422, 3259, 3446, 3195, 3226, 3458, 3157 => Average 3318
LB: 3385, 3347, 3450, 3349, 3171, 3476, 3258, 3322, 3163, 3305 => Average 3323
So yeah, contrary to what someone else was posting on the live forums, I'd say that this talent just isn't working at all right now.
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08/29/08, 9:09 PM
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#258
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Early balance has some damned good talents to invest in now.
T1 = Genesis 5/5 (inc damage & healing done by by HoTs & DoTs 1-5%)
T2 = Moonglow 3/3
T2 = Nature's Mastery 2/2 (inc crit chance Starfire, Starfall, Nourish & HT by 2-4%)
T3 = Nature's Grace 1/1
T3 = Nature's Splendor 3/3 (inc duration on HoTs & DoTs by 10-30%)
14 Points needed which allows you 57 points in Resto - sadly this really makes all HT talents impossible to get without major sacrifices which undoes any possible improvements you gain from doing so.
Last edited by Playered : 08/29/08 at 10:06 PM.
Reason: forgot periodic!
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08/29/08, 9:59 PM
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#259
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Glass Joe
Night Elf Druid
Steamwheedle Cartel (EU)
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Playered, Genesis increases healing done by periodic healing spells by 5%. One may assume that this scales healing done by HoTs after the +healing is applied giving an increased benefit from Empowered Rejuvenation as well.
Along with the change to the Tree of Life aura still incoming plus the Master Shapeshifter talent, the total healing of HoTs is increased by 12% from these three talents alone. This improves a Resto druid's scaling much better than is currently the case in live, where the druid depended on stacking spirit to scale with the benefits from some talents (ToL, Living Spirit). I.e. scaling is faster with these changes.
Edit: changed some of the wording in my post.
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08/29/08, 10:24 PM
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#260
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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Haste is going to be an awkward stat now though.
Assuming that Resto Druids should always have Nature's Grace that really makes the stat redundant unless you want to:
a) Ignore Regrowth & only use Nourish
b) Use HT.. ever.
The availability is good because it promotes mixing Regrowth into your rotation (now with Moonglow) combined with Nourish - but it adds a second nail into the coffin together with GoTEM regarding haste on your gear.. they seem to be invalidating it on too many of our spells right now.
I'm not sure if Nature's Grace will further promote the use of the crit stat.. no doubt it will help but will it be enough?
Nourish is now 22% base mana - more inline with what I expected from previously.
It should be about 770 mana untalented now with -10% from Tranquil Spirit & 5% per HoT from GoTEM - currently Moonglow does not effect Nourish but maybe that will change.
Having no additional synergy related to Spirit beyond regeneration still irks me:
Bake a self only % of Spirit = Healing via Imp ToL, remove the mana cost reduction if needed.
Somewhere it is really desiring something to bring it above where it stands currently in the beta - especially with the % of max mana forms of regeneration being standard now making Int stronger.
Last edited by Playered : 08/31/08 at 10:37 AM.
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08/30/08, 6:31 AM
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#261
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Piston Honda
Tauren Druid
Illidan (EU)
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Nature's Splendor + Gift of the Earthmother are awesome. They improve a lot the playstyle, either by allowing you chain-casting HoTs on the whole raid or opening the HoT rotations to let you cast Nourish/Regrowth (I don't think Healing Touch is usable except the odd 'Situation X' like a boss skill with a huge windup).
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08/30/08, 6:49 AM
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#262
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Glass Joe
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As of build 8885, some random resto stuff I've noticed.
Nourish is completely working; 20% increased healing if target has hots and mana return from earthmother. However, with Imp tree of life reducing mana costs of hots by an extra 15%, moonglow reducing mana cost of regrowth by another 9% and the synergy between imp regrowth, living seed and nature's grace, regrowth spam is looking very good.
Some numbers
Nourish: 769 mana, 3600ish heal base, 4400ish with hots. 39 mana returned per hot.
Regrowth: 567 mana, direct heal for 3900, 9 ticks of 900 healing over 27 seconds.
SPEC with 1600ish spell power.
Ranks 1-14 of Rejuv are 12 sec base, but for some reason Rank 15 is 15 secs base. Also, replenish can proc even if no healing is done.
HT changed to 3.0 sec base cast. With talent and glyph it becomes a 1 second cast. Not sure what blizzard is thinking tho, it's mana cost and healing amount is very similar to nourish.
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08/30/08, 9:44 AM
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#263
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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The additional ticks for Flourish add the average heal amount twice at the start (for me..):
360 -> 360 -> 460 -> 410... etc to a total of 9 ticks.
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08/31/08, 3:09 AM
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#264
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Playered
Haste is going to be an awkward stat now though.
Assuming that Resto Druids should always have Nature's Grace that really makes the stat redundant unless you want to:
a) Ignore Regrowth & only use Nourish
b) Use HT.. ever.
The availability is good because it promotes mixing Regrowth into your rotation (now with Moonglow) combined with Nourish - but it adds a second nail into the coffin together with GoTEM regarding haste on your gear.. they seem to be invalidating it on too many of our spells right now.
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Haste was already a dubious stat from when they first introduced GotEM. The primary reason for taking it before was for the ability to go from 4 to 5 Lifebloom stacks; the faster Regrowth/Healing Touch cast times were a secondary benefit. Unless all Leather/Cloth healing gear is dripping with haste I don't have much issue.
Crit could very well become a viable stat, but that depends on how often we cast Regrowth compared to other heals. The Regrowth Glyph, Living Seed and Nature's Grace make it close to our most powerful single target heal (though perhaps not as mana efficient). With the massive talent bonus for Regrowth's crit chance investing in more crit might not be necessary.
The biggest changes to having so many useful talents easily reachable in Balance are the choices one will have to make in the Restoration tree. You won't be able to simply take everything with a few minor sacrifices here and there.
Last edited by Darian_TruBlade : 08/31/08 at 3:24 AM.
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08/31/08, 3:44 AM
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#265
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Don Flamenco
Tauren Druid
Lightning's Blade (EU)
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Rejuvenation (rank 15) has base duration of 15 seconds (19.50 with talents). Looks like they are trying to encourage the use of direct heals by making it significantly easier to keep hots up.
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08/31/08, 4:24 AM
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#266
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Soda Popinski
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[quote=Darian_TruBlade;875491Crit could very well become a viable stat, but that depends on how often we cast Regrowth compared to other heals. The Regrowth Glyph, Living Seed and Nature's Grace make it close to our most powerful single target heal (though perhaps not as mana efficient). With the massive talent bonus for Regrowth's crit chance investing in more crit might not be necessary.
[/QUOTE]
Crit isn't a good stat even for regrowth spammers. Going from 60% crit to 61% crit doesn't make that big of a difference.
I will say though that right now, regrowth is so efficient that it is dumb. There are way too many mana cost reductions that you can pick up for it now.
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08/31/08, 4:33 AM
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#267
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Von Kaiser
Night Elf Druid
Proudmoore
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Originally Posted by Lord BEEF
I will say though that right now, regrowth is so efficient that it is dumb. There are way too many mana cost reductions that you can pick up for it now.
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I have a feeling Regrowth is facing some nerfs eventually, I can't see the Regrowth glyph going live, I figured it would have been removed when they decided to give us a Flash Heal because it fills the same role. I see the front end portion being nerfed and the HoT being buffed considerably somewhere down the line.
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08/31/08, 5:42 AM
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#268
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Don Flamenco
Tauren Druid
Lightning's Blade (EU)
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Hots are ridiculously cheap currently so I wouldn't be surprised if they eventually adjust some things there. At level 76 the heal over time spell costs are about same as they are on live now (lifebloom a bit higher), with full talents of course.
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08/31/08, 6:22 AM
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#269
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Glass Joe
Night Elf Druid
Steamwheedle Cartel (EU)
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Assuming Tree of Life, Improved Tree of Life and Moonglow you have 44% reduction on Regrowth spell cost. At 29% base mana cost Regrowth talented would cost around 16% base mana.
Nourish with Tranquil Spirit would cost 20% base mana (ignoring mana returned from HoTs on the target).
Judging from the changes in spell cost it is all about how you do your rotation. Spamming Regrowth on a target means you loose the benefit of the HoT component. As soon as you have a Regrowth up it means your target will benefit from a subsequent Nourish for two reasons:
A) Nourish's healing is increased by 20%
B) You get at least 5% of Nourish's cost returned to you (GotEM)
Also, with Nature's Grace, your Nourish casts in 1s as opposed to the 0.5s extra that it would take to cast a Regrowth. Your cycle (should 1 target need more than 1 heal) could look something like Regrowth (crits), Nourish, costing you a total of:
16% base mana + 20% base mana - 1% base mana (GotEM) = 35% base mana
The cast would have taken you 3 seconds and you keep the HoT component from Regrowth on the target, allowing you to Swiftmend it later. Compare that to two Regrowths of which the first one crits:
16% base mana x 2 = 32% base mana
Casting time would be 3.5 seconds, you would have wasted the HoT component of the first cast (lowering healing efficiency of the Regrowth) and you take 0.5 seconds longer in getting the heal off.
Now admittedly the second Regrowth is more likely to crit than a Nourish. The Nourish, however, allows you to heal up the target faster, leaving the first HoT to do its thing.
Since we have been given more space in our rotations (Nature's Splendor) in my opinion the choice you make is more related to what you can fit inside this window, rather than how much mana Regrowth or Nourish will cost (since they are only a few percent apart).
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08/31/08, 1:09 PM
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#270
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King Hippo
Undead Warrior
Ravencrest
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Originally Posted by Lord BEEF
Crit isn't a good stat even for regrowth spammers. Going from 60% crit to 61% crit doesn't make that big of a difference.
I will say though that right now, regrowth is so efficient that it is dumb. There are way too many mana cost reductions that you can pick up for it now.
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That's why noted that it depends on how much we use Regrowth versus Nourish and other crittable heals. If we spend most of our time spamming Regrowth there's little point in picking up Crit.
As for Regrowth vs Nourish currently, the Regrowth Glyph really throws things off. Nourish gets 20% more healing if the target is already affected by Regrowth and a 5% refund on mana. Regrowth, however, would get a 50% increase on its direct heal. We can also count Living Seed as a practical 15% increase in healing as well (relative to Nourish) due to Regrowth's additional 50% crit chance. The only advantage Nourish has is that it's faster. Even with three HoTs on a target it's costs the same amount of mana as Regrowth for similar healing and no HoT.
At the moment, Nourish really doesn't have a niche.
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08/31/08, 1:15 PM
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#271
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Piston Honda
Tauren Druid
Illidan (EU)
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It is useful for the other two specs (typically Lifebloom + Nourish), or when you need a really fast heal without having the Nature's Grace buff up.
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08/31/08, 1:28 PM
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#272
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Debitum Naturae
Night Elf Druid
Ravencrest (EU)
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The Regrowth Glyph will/should get nerfed because right now Regrowth + Glyph ejaculates all over HT & Nourish regarding tank healing.
It needs to be changed something like the following:
A) 50% down to 25%.
B) A weakening of the HoT component if the direct heal is bolstered.
C) Reducing the direct component and pushing the bulk of the healing done onto the HoT - this also allows you to spec into something other than Imp Regrowth as you don't need the crit now.
Honestly I would prefer C) because as it currently stands, even with the incorporation of B) Regrowth really does step into the realm where Nourish & Healing Touch should be most viable - and a 30 second decent HoT spell will be really nice in compliment with other abilities.
They could also make Replenish work off Regrowth at a reduced rate too.. 2/4/6% or so..
Regrowth spam is as fast as a mixture of Nourish & Regrowth too after the first cast.. generally:
2.0 -> 1.5 -> 1.5 -> 1.5... vs 2.0 -> 1.0 -> 2.0 -> 1.0...
I _really_ want them to stop making all the stats beyond spell power worth less and less to us.
Nature's Grace is a mixed blessing as it kind of makes crit more valuable but it does so at the expense of haste.
Living seed is not quite right on making crit more valuable either.. well it does with the RG Glyph but I strongly doubt they intend us to pop our HoTs up then spam RG on the tank instead of using a mix of spells.
I'm honestly mythed on how they can make crit more valuable, but haste has more potential if they can tweak HT enough to be viable in hands with Nourish.
Throwing in some talent which refreshes our HoTs on targets when we crit with HT or something could do wonders without impacting on PvP or having the talent bend over in the showers while Mr Regrowth is in the mood... leaving Nourish out as due to its speed spamming it to refresh would be too good.
Last edited by Playered : 08/31/08 at 1:46 PM.
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08/31/08, 5:40 PM
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#273
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Soda Popinski
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Originally Posted by Anaram
Rejuvenation (rank 15) has base duration of 15 seconds (19.50 with talents). Looks like they are trying to encourage the use of direct heals by making it significantly easier to keep hots up.
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In game I see this as well, on wowhead it's still 12 seconds. I wonder if that's intended.
Also healing touch going to 3 seconds cast instead of 3.5 seems to be due to a new rank as well.
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08/31/08, 6:03 PM
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#274
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Von Kaiser
Night Elf Druid
Proudmoore
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With Nourish coming into play, I'd much rather have Regrowth have a nice niche as an extremely long HoT that's easy to keep up. Would love to see Imp. Regrowth changed to decrease direct heal of Regrowth by 5/10/15/20/25% and increase the HoT by 10/20/30/40/50%, or something to that effect. Of course this renders living seed somewhat less useful...
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08/31/08, 6:23 PM
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#275
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Von Kaiser
Shuror
Tauren Druid
No WoW Account (EU)
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Originally Posted by Lord BEEF
In game I see this as well, on wowhead it's still 12 seconds. I wonder if that's intended.
Also healing touch going to 3 seconds cast instead of 3.5 seems to be due to a new rank as well.
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Wowhead has not yet been updated for yesterday's patch.
I think the changes to HT and Rejuv are mistakes, they probably aren't intended to be put into the beta. Somebody experimented with them on an internal server, and accidentally included the changes in the patch. One thing of note is that the changes to Rejuv and HT make them equal to Greater Heal and Renew barring base heal values and mana costs.
If this was a fully intended change to the spells, all ranks would have been affected.
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