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Old 01/15/10, 7:12 PM   #316
teiglin
Piston Honda
 
Human Warrior
 
Eldre'Thalas
Originally Posted by Nefaruis View Post
I am truly having a hard time seeing the argument of loss in effective healing in aura fights with the rapid glyph. All I can see is the raised HPS on the targets you are healing allowing for a greater potential damage cap before the raid starts dieing.

Further more in a nonsustained blanket the rapid rejuv will provide a shorther ramp up time potentially saving those at the end of your cycle.
He didn't say you lose effective healing with rapid rejuv, but that it was "not particularly useful" because it doesn't increase the healing done by a single rejuv. The point is that, either way, you expect most of your rejuv to be effective, compared to a fight with less well-distributed damage, where the faster ticks means that you're more likely to get ticks that are effective.

I can see how your healing strategy could work well, but for twins at least, imprecise blanketing is more than sufficient; I've never found that precise healing assignments such as you describe help me much in raid healing (standard caveat of "every raid should do what works best").

The ramp-up time is an interesting argument for some things perhaps, but at least on twins, it's quite easy to have your rejuvs rolling before the pull making that particular line moot.

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Old 01/16/10, 3:29 AM   #317
Rijndael
Don Flamenco
 
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Dwarf Priest
 
Proudmoore
You actually might lose effective healing from rapid rejuv on aura fights where the aura damage is more dps than a standard rejuv's hps but less than a rapid rejuv's hps (since you will probably increase oveheal glyphing rapid rejuv then). This will become important as druids start to outgear aura fights.

Incidentally -- anyone know of a good way to measure how many targets Wild Growth hits on average per cast in a given fight (trying to find a way to evaluate the Wild Growth glyph)?

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Old 01/16/10, 4:19 AM   #318
♦ Carebare
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Tauren Druid
 
Mal'Ganis
It really depends where you cast it primarily which is what gives strength or weakness to the glyph. I tend to throw it into melee personally since they benefit from Revitalize and I have a good chance of hitting at least 5 targets. If I see a ranged group that has that many people I will use it there as well. How good that glyph is depends on how good the person casting WG is at putting in a place that will make the most use of it consistently. That's not to say it's wasted on a smaller group (it can still be useful). It just really requires that you look at your screen when you cast it if you're looking to always hit the maximum amount of targets (as opposed to tunneling on grid).

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