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07/14/08, 8:06 AM
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#61
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King Hippo
Tauren Shaman
Wildhammer (EU)
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Rank1 rejuvenation is mini innervate with replenish. Give more than consume.
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Slow, slower, shaman weapon.
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07/14/08, 11:27 AM
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#62
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Glass Joe
Night Elf Druid
Korialstrasz
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With the reduction of GCD of up to .5 second, which would take our GCD of Life Bloom down to 1 second, my question is how would haste have much of value to a restoration druid? Assuming things stay the same with GCD and right now you can only reduce the GCD to as little of 1 second, it seams that for a druid that relies heavily on Life Bloom (for me it is 90% of the healing that I do right now) that haste will be a attribute that would be mostly wasted.
Also it seams to me that with the change to the Tree of Life form that spirit will be a less valuable attribute then it is now, since instead of 25% of our spirit being given as healing received to those in our party it will now be a flat 5% increase on healing received to those in our party/raid. I view this as both a buff and a nerf to our aura, a buff on who all it will affect but a nerf to the amount of healing given by our aura (assuming numbers similar to what we see today). I say it is a nerf to our aura's affect in that some restoration druids have stacked spirit since they tend to be in the party with the tank, and they can be (when raid buffed) up to 800 spirit.
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07/14/08, 11:55 AM
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#63
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Piston Honda
Night Elf Druid
Dark Iron
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Regarding haste: I think it depends on what the rotations will be, and what healing situations we'll find ourselves in.
If they're still LB and RJ heavy(3+ tank situations), haste will be fairly useless. Also, if they remove the 1.0s hard cap on the GCD, haste will still be useful, but I don't believe that this will ever happen.
In single tank situations, it will help smooth out LBx3/RJ/Nourish rotations, and help with the AOE heal GCD.
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07/14/08, 12:06 PM
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#64
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Spirit is an annoying stat still in general, if Priests didn't get additional +Healing from it im rather sure they would be less inclined to overwhelm their gear with it as they do right now.
Even though ToL aura is very weak right now (group restriction), it was the only possible thing we had to give an incentive to take it beyond a pure 'Regen' state - with that removed it really does just end up as a stat for regeneration and unless mana pots get overhauled that wont be enough to keep it as a significant stat (pending massive mana consumption changes).
If they perhaps re-added the Barks Blessing as an additional talent (upon healing your target it gets a buff which increases healing received by x% of your Spirit for y sec.) deep in Restoration then it should mostly address this concern (and provide a perk for dual-Resto) but...
Last edited by Playered : 07/14/08 at 12:59 PM.
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07/14/08, 12:49 PM
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#65
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Von Kaiser
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I have retired from raiding hard until WotLK arrives and further, put my resto druid on the shelf but I intend to pick him up at the expansion. Until that point, I thought I was a pretty effective healer but I relied too heavily on my Regrowth spell, using max rank and a mid rank that hit for about 800-1.4K ish. (T5 2 pices bonus helps here)
Anyhow, the "Living Seed" proccing off of crits is interesting as talented, RG gets up to 50% crit and so with no stacking for it but with those talents, I was gritting 60-70% of the time on ths spell. Assuming that talent isn't changed, in order to not only put a long HoT on targets but to plant that seed, won't RG be a pretty powerful spell?
I'm looking forward to having a little wider range of spells to cast and seeing some changes that effect the utility of existing ones. Being an LBbot can get a little tedious at times.
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07/14/08, 4:27 PM
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#66
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Aloof Aggravator
Sutiru
Undead Warrior
No WoW Account
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Originally Posted by Playered
Even though ToL aura is very weak right now (group restriction), it was the only possible thing we had to give an incentive to take it beyond a pure 'Regen' state - with that removed it really does just end up as a stat for regeneration and unless mana pots get overhauled that wont be enough to keep it as a significant stat (pending massive mana consumption changes).
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I wouldn't call ToL aura weak for its group restriction, unideal, but not weak. I don't think any tank group has complained about an extra +200 healing for all heals sent their way.
More importantly the aura isn't the only reason for Druids to stack Spirit. Spirit is far more advantageous for Innervate, for any fight where there are significant pauses and for a few nifty trinkets. The insane OOC regeneration of Spirit (I often hit 900+ raid buffed) means even if you spend only 10% of your time outside of the FSR, you can potentially get a pot or two's worth of mana.
The big problem now is that any class with a Spirit -> Mana Regen While Casting talent or spell has no reason to grab mp5.
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07/14/08, 6:42 PM
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#67
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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As far as I was aware, Innervate comes under regeneration :P considering it benefits only yourself and not others you cast it on in relation to your Spirit.
Perhaps 'very weak' was not the best choice of words (and lets not go into the ToL Aura + Spirit stacking debate here), but on broad terms you will not see any considerable amount of Druids having the high quantities of Spirit which Priests do, or many socketing [Purified Shadowsong Amethyst] let alone [Sparkling Empyrean Sapphire] in comparison.
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07/15/08, 12:43 AM
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#68
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Von Kaiser
Night Elf Druid
Shadowsong
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hmmm, skill talent changes again... this post was rendered inaccurate
Last edited by takel : 07/16/08 at 6:42 PM.
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07/15/08, 11:00 AM
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#69
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Banned
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Rank1 rejuvenation is mini innervate with replenish. Give more than consume.
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Assuming a 12k mana pool, Replenish restores 144 mana per Rejuvenation. Less than the 20 or so mana you spend for Rejuvenation (Rank 1), it rants 124 mana. You probably lose more mana than this by losing 1.5s of FSR time. In any case, 144 mana probably isn't worth spending the GCD.
Also, think about the fact that this talent restores 10% Energy, 4% Rage, 10% Runic Power and 2% Mana @ 15% per tick. While these are not as equivalent as I make them out to be, I don't think mana regeneration is a particularly significant part of this talent.
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07/15/08, 11:19 AM
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#70
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King Hippo
Tauren Shaman
Wildhammer (EU)
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Originally Posted by Kortar
Assuming a 12k mana pool, Replenish restores 144 mana per Rejuvenation. Less than the 20 or so mana you spend for Rejuvenation (Rank 1), it rants 124 mana. You probably lose more mana than this by losing 1.5s of FSR time. In any case, 144 mana probably isn't worth spending the GCD.
Also, think about the fact that this talent restores 10% Energy, 4% Rage, 10% Runic Power and 2% Mana @ 15% per tick. While these are not as equivalent as I make them out to be, I don't think mana regeneration is a particularly significant part of this talent.
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If you need lot of mana and still can afford 1s per 12s. Then its give 124/12 * 5 = 51.6mp5. If Wotlk is mana drain this is something you might have to think about in rotation.
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Slow, slower, shaman weapon.
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07/18/08, 3:34 AM
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#71
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Piston Honda
Night Elf Druid
Grim Batol (EU)
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Updated the first post. Healing Touch and Nourish in ToL form. To be honest, I'm more excited about the fact I don't have to switch out of ToL form every time I need to rebuff someone who died. :P But who knows, maybe Healing Touch will serve a new use in WotLK. At least no more switching back after spamming the NS macro.
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07/18/08, 5:16 AM
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#72
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Von Kaiser
Draenei Shaman
Cenarion Circle
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Originally Posted by Apollofatboy
It looks like Blizzard is moving us more in a both preemptive and reactive style of healing, giving us new reactive spells while keeping our preemptive nature intact, of course while throwing in a bit more AoE abilities for utility. Not that it's a bad thing that it would seem that Blizzard intends on our healing style being a little more active; looking at the arsenal of our healing spells, it'll be interesting to see if we develop a healing cycle like we have now, or will we use a dual-natured cycle of using 1-3 seconds keeping pre-existing HoTs up, with the remaining 4-6 seconds devoted to a reactive style of healing. Personally I hope for the latter.
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I would rather see the latter too.
In all honesty, the Wrath changes have me horribly conflicted. I haven't enjoyed my Druid in a very, very long time. (I wanted to switch to Priest for BC and all, but we had no trees.)
As it stands today, I'm still basically the only PvE tree in our entire guild alliance that fields 2 raids and hundreds of non-25 man raiders. (There's a couple alts that are Resto sometimes, and the new tree convert in our second raiding group.) I'm lonely, and I've grown really tired of the lifebloom-rolling, constantly scheduled style of healing we've developed. However, the Wrath changes for Resto druids are basically everything I would have ever thought to ask for, and it completely obliterated the "cons" list I had made when I was trying to figure out how I felt about the 4 healing classes, with the thought of a new main for WotLK.
I'm just not sure that 2 years of bitterness about my Druid are something I can get over because this stuff is shiny. I should probably move on, but at the moment, Resto Druids seem to have the most compelling setup from what we've seen so far, and they have the most interesting and unique mechanics.
My fear for is that lifebloom rolling and hot stacking being the unique mechanic it is, even if our other heals are competitively effective with the other healing classes, we'll end up in the same role we have now, simply because we're the only healing class that can stack and roll hots. Nourish and Flourish will have a much bigger role in 5 mans (and 10 to some extent) but I am not sure if I see our raid role changing much, even though Nourish and Flourish are great. Nourish and Flourish would have to be better than the offerings from the other classes to be used over rolling hots; and that won't/shouldn't happen for raid balance.
Flourish fitting a 6 sec rotation again is awesome. It'd see use certainly, but as a personal preference I'd like to see the healing style move away from the set cycles of heals we do. I don't care for the scheduled and unreactive feel of healing as a Tree as we cast our 4 (or 5) beat cycle. Maybe that's just me being tired of the cyclical nature, and I should move on if that's what the class is meant for, and people enjoy it as such.
Buffing, Decursing, and HT in tree are really just long overdue changes. It sounds kinda small, but shifting in and out was a nuisance, especially when you're dealing with a 2 druid raid where the other one is a feral with no ImpMotW.
All in all, these really are an amazing set of changes; I hope they make it live mostly intact.
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07/18/08, 11:15 AM
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#73
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Kamileon
I...
I'm just not sure that 2 years of bitterness about my Druid are something I can get over because this stuff is shiny. I should probably move on, but at the moment, Resto Druids seem to have the most compelling setup from what we've seen so far, and they have the most interesting and unique mechanics.
My fear for is that lifebloom rolling and hot stacking being the unique mechanic it is, even if our other heals are competitively effective with the other healing classes, we'll end up in the same role we have now, simply because we're the only healing class that can stack and roll hots. Nourish and Flourish will have a much bigger role in 5 mans (and 10 to some extent) but I am not sure if I see our raid role changing much, even though Nourish and Flourish are great. Nourish and Flourish would have to be better than the offerings from the other classes to be used over rolling hots; and that won't/shouldn't happen for raid balance.
Flourish fitting a 6 sec rotation again is awesome. It'd see use certainly, but as a personal preference I'd like to see the healing style move away from the set cycles of heals we do. I don't care for the scheduled and unreactive feel of healing as a Tree as we cast our 4 (or 5) beat cycle. Maybe that's just me being tired of the cyclical nature, and I should move on if that's what the class is meant for, and people enjoy it as such.
...
All in all, these really are an amazing set of changes; I hope they make it live mostly intact.
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You didn't really have to conform to spending every GCD on refreshing a stacked LB on a random raid member though, being able to raid heal on many encounters really helped keep the class interesting (generally keeping LB on MT though but still..), I never really embraced the "Lifebloom or die" mentality many people have, even back when +healing clickies enabled you to get beefy rolls.
I notice that Tree of Life Aura has been changed again for the better, it once again gives 25% of Spirit - an extra 5-15% for the improved version (to 40%?) - to the party/raid.
The snare has also been removed from ToL form finally 
Last edited by Playered : 07/18/08 at 12:56 PM.
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07/18/08, 1:09 PM
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#74
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Piston Honda
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Originally Posted by Pitbuller
Rank1 rejuvenation is mini innervate with replenish. Give more than consume.
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Let's not forget that Rejuv has to actually tick for this to work. If someone isn't low on health for 12 seconds, RJ won't tick and thus won't have its chance to restore power. More of a nice supplement that you'll hardly notice.
It's nice to see Druids get more raid utility and something else to consider than just how much +heal can I stack.
Druids are becoming more like priests where we have so many spells and things to do, we have options and it's up to us to choose what to do when. We won't feel so useless and bored when we outgear an encounter. Being bootstrapped by having to recast Lifebloom has limited our functionality in TBC. I can see doing a 5-man or a 10 man and not actually rolling LB all the time.
They did so much streamlining, I'm looking at how to spend talent points and I've got everything I "need" at lvl 60 and at lvl 77 I have 3 points left over that I can't decide what exactly to do with em.
Last edited by Daedalix : 07/18/08 at 1:16 PM.
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07/18/08, 1:23 PM
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#75
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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Originally Posted by Daedalix
Let's not forget that Rejuv has to actually tick for this to work. If someone isn't low on health for 12 seconds, RJ won't tick and thus won't have its chance to restore power. More of a nice supplement that you'll hardly notice.
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The T3 bonus works regardless of any healing happening, so I wouldn't be so sure untill we get confirmation that it only works on successful ticks.
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