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Old 03/09/09, 5:18 PM   #351
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
Ok, I assumed the new NG decreases the GCD (by 20%) like it does on live. If it didn't, it'd be completely useless for say wrath. I have been following the moonkin discussions and I'm sure it would have surfaced if it doesn't behave like this.

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Old 03/09/09, 10:13 PM   #352
Najtrok
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Tauren Druid
 
Taerar (EU)
Maybe you prove me wrong but I was of the opinion, that if I have a 1.0 cast I don't have a 1.5 GCD but a 1.0. Maybe I took sth. completly wrong but thats how I thought it goes.

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Old 03/09/09, 10:43 PM   #353
red
Piston Honda
 
Tauren Druid
 
Laughing Skull
Originally Posted by Najtrok View Post
Maybe you prove me wrong but I was of the opinion, that if I have a 1.0 cast I don't have a 1.5 GCD but a 1.0. Maybe I took sth. completly wrong but thats how I thought it goes.
Cast time and global cooldown are totally separate, except that haste reduces both. It's very possible to have a spell cast in 1.0s or less, but have a global cooldown of 1.5s.

Originally Posted by Fallenangel View Post
Ok, I assumed the new NG decreases the GCD (by 20%) like it does on live. If it didn't, it'd be completely useless for say wrath. I have been following the moonkin discussions and I'm sure it would have surfaced if it doesn't behave like this.
I was under the impression that NG only reduced the GCD of wrath, not any other spells. Is this not the case?

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Old 03/10/09, 7:17 AM   #354
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
I don't really use nourish on live at all and for regrowth that's not a problem. I do think that if it's just an exception for wrath then it must be extended to also include nourish, for the same reasons. The main selling point of nourish compared to regrowth is the lower casting time but casting a 1s heal when your gcd is 1.25s is hardly beneficial.
I'm also pretty dissapointed with the uludar itemiziation. We are supposed to pursue more regen instead of going for max throughput, yet I haven't seen a single piece with both spirit and mp5. The only customization towards regen one can do is gem for it and that has a pretty limited effect considering the low amount of sockets on gear. The lack of a clear regen stat like int is for pallies also hurts.
They have acknowledged that sitting around doing nothing isn't fun, yet our regen is being targetted without us really being able to affect it. This might make sense in a grander scheme of things, re: healing rehaul that was mentioned, say a move to a more hybrid healer-dpser. For now though, and with a bit of an irony, I think druids will spend more time in O5SR than in 3.0.

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Old 03/11/09, 6:39 PM   #355
Zoltair
Von Kaiser
 
Night Elf Druid
 
Eonar
Originally Posted by red View Post
Cast time and global cooldown are totally separate, except that haste reduces both. It's very possible to have a spell cast in 1.0s or less, but have a global cooldown of 1.5s.


I was under the impression that NG only reduced the GCD of wrath, not any other spells. Is this not the case?
I have confirmed 100% on the PTR that the new NG does indeed reduce the GCD of the cast as well as the casting time. So for Nourish they are one in the same.

Thank you Fallenangel for bringing this to our attention. I along with you Red, was under the assumption the mechanics of NG worked the same as live with cast time reduction only.

Last edited by Zoltair : 03/19/09 at 9:01 AM.

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Old 03/12/09, 7:40 PM   #356
Fateblade
Glass Joe
 
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Gnome Mage
 
Windrunner
T8 Set Bonus

# Druid T8 Restoration 2P Bonus (Class: Druid) -- Increases the healing done by your Swiftmend spell by 10%.
# Druid T8 Restoration 4P Bonus (Class: Druid) -- Your Rejuvenation spell also instantly heals your target for its periodic healing amount.
PTR 3.1.0 - Build 9684

I had to change my shorts after I saw the 4 piece.

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Old 03/18/09, 10:35 PM   #357
Arkonos
Glass Joe
 
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Night Elf Druid
 
Das Syndikat (EU)
T8 Idol

From MMO-Champion

Druid T8 Restoration Relic -- Increases the spell power of your Nourish by 187.
I can't find the coefficient for Nourish and I'm not sure, if I you can get this number by simply comparing Nourish with and without gear.
Could some one on the PTR test how much additional heal that relic would cause with 4T8 bonus?

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Old 03/18/09, 11:50 PM   #358
Maraili
Von Kaiser
 
Tauren Druid
 
Mannoroth
The stats on our T8.10 set have been released, presumably the T8.25 will be a similar distribution but just more of each stat.

Courtesy of mmo-champion: http://static.mmo-champion.com/mmoc/...spell_heal.jpg

and the 25 man version: http://static.mmo-champion.com/mmoc/...druid_heal.jpg

I, personally, am somewhat worried with the direction that Ulduar itemization seems to be heading. There seem to a heavy focus on +crit, with 3/5 of our T8 pieces having crit, and from my very unscientific perusal of the Ulduar leather/cloth caster gear, they seem to be very crit oriented as well. My initial thoughts are that depending on how easy it is to get +haste (or even how many slots will have a good +haste option) we might be forced to continue to spec into 3/3 Celestial Focus (On the other hand though, I don't think it will be that big of a deal since deep resto continues to have few compelling talents for us to decide between, despite the recent Living Seed buff)

edit: Added the 25 man version since it was just posted; I also think the coloring on both is quite nice.

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Old 03/19/09, 3:46 AM   #359
KrinKer
Von Kaiser
 
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Night Elf Druid
 
Stormrage
Originally Posted by Maraili View Post
The stats on our T8.10 set have been released, presumably the T8.25 will be a similar distribution but just more of each stat.

Courtesy of mmo-champion: http://static.mmo-champion.com/mmoc/...spell_heal.jpg

and the 25 man version: http://static.mmo-champion.com/mmoc/...druid_heal.jpg

I, personally, am somewhat worried with the direction that Ulduar itemization seems to be heading. There seem to a heavy focus on +crit, with 3/5 of our T8 pieces having crit, and from my very unscientific perusal of the Ulduar leather/cloth caster gear, they seem to be very crit oriented as well. My initial thoughts are that depending on how easy it is to get +haste (or even how many slots will have a good +haste option) we might be forced to continue to spec into 3/3 Celestial Focus (On the other hand though, I don't think it will be that big of a deal since deep resto continues to have few compelling talents for us to decide between, despite the recent Living Seed buff)

edit: Added the 25 man version since it was just posted; I also think the coloring on both is quite nice.


To be honest the stats on both the sets seems weird. I would have thought that in ulduar we would have started to see 2 stats (i.e. crit + haste/crit+mp5/haste + mp5) rather than just more stats.

As far as the colouring goes, I think It's pretty bad, the "green" version is much much better with sharper details, oh well guess I'll stay in tree form

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Old 03/19/09, 7:56 AM   #360
Arkonos
Glass Joe
 
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Night Elf Druid
 
Das Syndikat (EU)
From mmo-champion again

* Glyph of Innervate -- Innervate now grants the caster full mana regeneration while casting for 20 sec, in addition to the effect on the target. If the caster targets him or herself, the mana regeneration effect of your Innervate is increased by 20%.
Old version from wowiki:
Use: Your innervate ability now has an additional 20% strength mana regeneration effect on you, in addition to the effect on your primary target.

Glyph of Wild Growth -- Wild Growth can affect 1 additional target. (Old - Wild Growth now affects up to 6 targets.)

Last edited by Arkonos : 03/19/09 at 10:55 AM. Reason: WG-Glyph and some spelling/grammar fixes

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Old 03/20/09, 4:43 AM   #361
Mauhan
Glass Joe
 
Tauren Druid
 
Velen
On 4 piece T7 bonus in 3.1

The more I see from subsequent PTR builds, the more I am convinced our future in 3.1 will be emphasizing Nourish. The talent changes are obviously in favor of Nourish use. A new, good glyph lends itself towards Nourish taking over a lot of Regrowth's territory. Now the idol tells me Blizzard really wants us to use Nourish.

Currently on the PTR the Nourish glyph stacks with 4 piece T7. This has me a bit worried. With such a strong emphasis on Nourish in 3.1 and onward, I do not want to feel stuck towards T7 4 piece bonus. With that in mind, I went and grabbed a little bit of data from PTR to see if that worry is valid.

First off, I am expecting the new general plan of action to be keeping Lifebloom, Rejuv, and Regrowth on the tank at all times. Nourish will be used as heals for the tank beyond that. This can likely be doubled up on a 2nd tank to some degree, depending on mana concerns (most especially the duration you would need to watch a 2nd tank.) Ultimately though, Nourish will consistently benefit from 3 hots on the target. I did not include WG because I can't see it being in any way efficient enough to keep on the tank, though I admit I haven't looked at the numbers there yet. It may very well be viable in fights where the tank is near enough to other melee for it to splash to them, too, especially in melee-heavy 10 mans. But I digress. :p

I looked at numbers for Nourish using two gearsets. Due to difficulties in practical testing, the gearset with the 4 piece bonus ran at 1999 spell power while the gearset without the 4 piece bonus was at 2061 spell power, or a 62 spell power difference. This was in Tree form, with a fairly standard 18/0/53 spec, and no buffs otherwise. I got my averages from a pool of 20 casts each time, separating crit from non-crit. Not the most statistically significant sample size, but it will do for now.

With 4 piece bonus, I got an average non-crit Nourish of 6215 with my average crit at 9509.
Without 4 piece bonus (and again, with 62 more spellpower), I got an average non-crit Nourish of 5740 and an average crit of 8608.

In short, a bit over 9%.

9% doesn't sound like anything exceptional for a set bonus. One need not look far to see 10% to Swiftmend. Nevertheless, my concern is that unlike Swiftmend, 3.1's Nourish appears to be a bread and butter sort of heal, functioning like our stacks of hots will, only in direct heal form. Swiftmend is amazing, don't get me wrong, but it serves an entirely different role than Nourish. If indeed 3.1 sees us using Nourish as often as I'm expecting, a bonus of 9%+ is nothing to sneeze at.

I suppose whether or not concern over being stuck with a 4 piece bonus well into the next tier of content has a lot of other minor factors that weigh in. First off, it's more than just spell power that gets upgraded. Haste, crit, mana regen, and even stamina all go up as you switch out the old tier for the new. For that matter, you get new set bonuses as well. Furthermore, in the case of Nourish and the scenario I suggest for it here, Nourish is only a part of our output to the tank(s). In giving up spell power to keep a big boost to Nourish, you are lowering one part of the equation that results in our total output to the tank.

Still, I do think that all those gains have a lot to make up for in order to balance out a 9-10% boost in Nourish. Probably enough that I can see myself banking a piece of T8 or two, depending on which I get first, until I swap them in for T7 all at once. This is not something I'm looking forward to, though I suppose each person will have their own threshold at which they feel set bonuses should sit.

So ultimately I just figured I'd get some numbers together and throw them out there to see what other people think. The discussion about T8 4 piece set bonus triggered this, as it really seems T7 4 piece will be the strongest one of our WotLK set bonuses in 3.1, yet I rarely see it mentioned amidst the discussion of T8's 4 piece. Personally I have much more concern over T7's, though I admit I don't find it wildly out of balance or anything. I can say, however, that I would find it a lot happier a transition to T8 if the T7 set bonus and the Nourish glyph did not stack.

Thoughts?

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Old 03/20/09, 8:27 AM   #362
grimtage
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Night Elf Druid
 
Dragonblight (EU)
Originally Posted by Mauhan View Post
I did not include WG because I can't see it being in any way efficient enough to keep on the tank, though I admit I haven't looked at the numbers there yet. It may very well be viable in fights where the tank is near enough to other melee for it to splash to them, too, especially in melee-heavy 10 mans. But I digress. :p
You cast Wild Growth on the boss. It hits the tank and the melee that way; even on Sarth.

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Old 03/22/09, 3:58 PM   #363
Allinone
Von Kaiser
 
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Night Elf Druid
 
Sen'jin
Originally Posted by Mauhan View Post
9% doesn't sound like anything exceptional for a set bonus. One need not look far to see 10% to Swiftmend. Nevertheless, my concern is that unlike Swiftmend, 3.1's Nourish appears to be a bread and butter sort of heal, functioning like our stacks of hots will, only in direct heal form. Swiftmend is amazing, don't get me wrong, but it serves an entirely different role than Nourish. If indeed 3.1 sees us using Nourish as often as I'm expecting, a bonus of 9%+ is nothing to sneeze at.

I suppose whether or not concern over being stuck with a 4 piece bonus well into the next tier of content has a lot of other minor factors that weigh in. First off, it's more than just spell power that gets upgraded. Haste, crit, mana regen, and even stamina all go up as you switch out the old tier for the new. For that matter, you get new set bonuses as well. Furthermore, in the case of Nourish and the scenario I suggest for it here, Nourish is only a part of our output to the tank(s). In giving up spell power to keep a big boost to Nourish, you are lowering one part of the equation that results in our total output to the tank.
I'll be the first to admit that I'm not entirely sure about the mechanics of the 4P T7 bonus, I'm assuming that it increases the total healing by 5% for each ADDITIONAL HoT (Total HoTs - 1) so a Rej + Lifebloom + Regrowth stack of HoT's would lead to a 10% increase of the power of Nourish. The T7 bonus caps out then at 15% if you can apply Wild Growth to the target as well.

Now, comparing a 10% increase to Swiftmend directly to a 10% or 15% increase to Nourish is exactly fair, as generally they are used to fill different roles. In order to use Swiftmend often, you should most likely have its Glyph. Also, Swiftmend is often seen as more of a raid heal (although it can be applied to a tank just as well to handle large spike damage), but more importantly, Swiftmend can only be used every 15 seconds, whil Nourish can be spammed every GCD. Assuming no haste, and no lag 10 Nourishes can be cast for every Swiftmend. If we assume Haste cap and no lag 15 Nourishes can cast in the same time frame. In a world of pure Max/Min is a 10% increase on one Swiftmend worth more Healing than 10-15% healing on 10-15 Nourishes? I would hazzard a guess that the Nourish comes out on top.

Personally, I'm assuming that I will keep 4 pieces of T7 in my bags that I will switch to whenever I am called on to tank heal. For Druids that MT heal, they will probably find that T7 is as good as it gets. A 10-15% increase from T7 plus a 12-18% increase from the Glyph is to good for a tank healer to pass up. That’s a 22-33% increase in how hard a nourish hit for. Does anybody have any idea what that would equate to in raw spell power?

Does this mean that Druids wont want T8? No, those bonuses are also very attractive to raid healers. Harder hitting Swiftmends combined with instant hitting Rejuv's do much to allow druids to handle massive amounts of Raid damage.
IMHO the only downside to Rejuv is that it took way to long to make its first tick. After the set bonus (with Idol) Rejuv goes from about 40 HPM to 47 HPM. I would assume that even after the Glyph buff to Nourish that Paladins still make better MT healers than a druid, so in most situations a Nourish heavy build (and Set bonus) wont be called for.

Also, Its not as if banking a peice of tier gear is anything new.

Last edited by Allinone : 03/22/09 at 4:04 PM.

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Old 03/23/09, 12:57 AM   #364
turlockmike
Glass Joe
 
Night Elf Druid
 
Silvermoon
As far as comparing 4t7 and 4t8, the t8 is a huge winner. Currently nourish accounts for roughly 10% of my totals heals for a raid, up to 15% on fights like patchwerk. So a 20% buff to nourish means a 2% increase in total healing (roughly).

However, the rejuvination bonus which is about 16% additional healing, when added to my current rejuv (which does 40% of my healing) accounts to almost 7% additional healing.

Finally Swiftmend is an additional 10%, since swiftmend only accounts for roughly 10-15% of my heals, it is a 1% increase.

So yea, the 2T8 sucks, but the 4T8 is awesome!!!

I wish they did something like, lowers cooldown on swiftmend by 5 seconds. That would be awesome.

Also


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Old 03/23/09, 1:18 AM   #365
Paininabox
Piston Honda
 
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Night Elf Druid
 
Runetotem
I wouldn't be so quick to write the Nourish bonus off by using the numbers you use on live. Where Nourish was rarely used pre-patch, it will probably spike up to around 20-30%, if not more, depending on the fight and how much you decide to use it. I'm not saying 4t8 isn't awesome, because it is, but 4t7 is nothing to scoff at, particularly after how it's being incorporated into our playstyle more.

Level 80 Restoration Druid Spreadsheet here.
(v1.41)

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Old 03/23/09, 2:16 AM   #366
turlockmike
Glass Joe
 
Night Elf Druid
 
Silvermoon
Here's my problem with the nourish bonuses.
1. Its basically useless unless the target has a hot. Most of the time by the time you get a hot on someone other than the tank chances are they are already at 100% health.

2. It requires at least 3 hots on the target to be more effective than regrowth. Plus it does not refresh any hots. (Regrowth refreshes the regrowth hot).

3. It takes all 4 pieces of t7 and the new glyph coming out to be really any good.

4. I rolled a druid to roll hots, not flash of light. Currently Nourish is hotkeyed as my #7 spell after Healing touch #6. I have too many spells to be adding another spell that basically is only useful for tanks.

5. I will admit, on patchwerk, if I was solo healing, I might find Nourish useful to save mana and for big hits. Until that happens, I am not a fan.

Do not think that I hate nourish, I'm sure that someone uses it, but I have never been outhealed by another druid in any raid and I rarely use nourish.


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Old 03/23/09, 11:53 AM   #367
Paininabox
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Night Elf Druid
 
Runetotem
Originally Posted by turlockmike View Post
Here's my problem with the nourish bonuses.
1. Its basically useless unless the target has a hot. Most of the time by the time you get a hot on someone other than the tank chances are they are already at 100% health.

2. It requires at least 3 hots on the target to be more effective than regrowth. Plus it does not refresh any hots. (Regrowth refreshes the regrowth hot).

3. It takes all 4 pieces of t7 and the new glyph coming out to be really any good.

4. I rolled a druid to roll hots, not flash of light. Currently Nourish is hotkeyed as my #7 spell after Healing touch #6. I have too many spells to be adding another spell that basically is only useful for tanks.

5. I will admit, on patchwerk, if I was solo healing, I might find Nourish useful to save mana and for big hits. Until that happens, I am not a fan.

Do not think that I hate nourish, I'm sure that someone uses it, but I have never been outhealed by another druid in any raid and I rarely use nourish.
1. I just took a random druid's gear and put it into my spreadsheet and I found out that even a glyphed regrowth (only the direct heal portion) has less HPS and HPM than an unglyphed and unhot'ed nourish. It follows, then, that the best way to tank heal is to roll the regrowth hot on the tank while patching up the spaces with nourish.

2. See 1, and regrowth's refreshing the HoT is good and bad. It's good that it refreshes it, but it's bad because most druids will frequently cast regrowth on the tank, regardless of the HoT itself, which refreshes it early and often, thus putting most of it to waste. It was fine, though, because it was the only heal that could fill the tank healing void, but now it appears that nourish has taken the throne.

3. See 1

4. I agree, but I would like to point out that regrowth was pretty much flashing the tank, anyways. Now, with nourish, you gain the benefit of a cheaper heal that does more healing by sacrificing the hot. Fortunately, you can still keep regrowth rolling anyways, so it's a win-win situation.


I don't want to make it seem like regrowth is dead and gone, because it would be superior in raid healing to nourish due to its HoT. However, the beauty of it all is that you can play however you wish to. If you want to use regrowth over nourish, then that's fine, but don't do it because you think it's better, because it's not.

Level 80 Restoration Druid Spreadsheet here.
(v1.41)

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Old 03/23/09, 1:19 PM   #368
Rijndael
Don Flamenco
 
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Dwarf Priest
 
Proudmoore
Originally Posted by turlockmike View Post
However, the rejuvination bonus which is about 16% additional healing, when added to my current rejuv (which does 40% of my healing) accounts to almost 7% additional healing.
It's actually even better than this rough calculation makes it seem because:

(a) Since the first tick happens immediately, with intelligent use it is far less likely to overheal than subsequent ticks, and

(b) This immediate first tick makes Rejuv usable in situations it wasn't worth casting before.

Overall, I would place it at effective 10-15% healing increase, for a Rejuv heavy strategy. It is a ridiculously good bonus.

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Old 03/23/09, 2:57 PM   #369
Allinone
Von Kaiser
 
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Night Elf Druid
 
Sen'jin
Originally Posted by turlockmike View Post
Here's my problem with the nourish bonuses.
1. Its basically useless unless the target has a hot. Most of the time by the time you get a hot on someone other than the tank chances are they are already at 100% health.

2. It requires at least 3 hots on the target to be more effective than regrowth. Plus it does not refresh any hots. (Regrowth refreshes the regrowth hot).

3. It takes all 4 pieces of t7 and the new glyph coming out to be really any good.

4. I rolled a druid to roll hots, not flash of light. Currently Nourish is hotkeyed as my #7 spell after Healing touch #6. I have too many spells to be adding another spell that basically is only useful for tanks.

5. I will admit, on patchwerk, if I was solo healing, I might find Nourish useful to save mana and for big hits. Until that happens, I am not a fan.

Do not think that I hate nourish, I'm sure that someone uses it, but I have never been outhealed by another druid in any raid and I rarely use nourish.

I'm fairly certain this conversation could be moved to Restoration Discussion but...

1. A valid argument on live, but not so come 3.1. Due to the 25% reduction of the crit chance of Regrowth and the 25% increase to the crit chance of Nourish, Nourish hits for a healthy amount on its own without a hot present. Due to the HoT of Regrowth, it is still superior in fights where raid damage is consistent, but I wouldn’t call Nourish useless.

2. When you MT heal, do you really not have Rejuv and Lifebloom to compliment a Regrowth Spam anyway? If not, why? In my gear a full stack of Lifebloom + Rejuv + Regrowth (HoT) is worth 2600 HPS, an amount I am not ready to leave on the table. Thus I would say that point 2 is irrelevant. As we are talking specifically about healing a tank, and in such a situation full stacks of HoTs should be assumed. Also, if you are comparing the numbers of Regrowth (w/ Glyph) to Nourish, you should also count the Nourish Glyph in the calculations to be fair. As it is, it appears that Unglyphed Nourish is better than a Glyphed Regrowth (which also requires a Regrowth HoT present)

3. Since the glyph is slightly more powerful than the T7 bonus (6% as opposed to 5%) It really doesnt take 4P T7 to make it better (Lets ignore the fact that it appears to be better on its own) but a glyph (and/or T7 bonus) gives it the ability to be MUCH better than Regrowth in Tank healing situations.

Now, just how good is the Glyph? Using some rough math and Paininabox's Spreadsheet, it would take me 680 Spell Power to boost my Nourish up by the same amount of the glyph (12%). If I use Wild Growth as well, I would need 1020 Spell Power to equal the 18% healing increase the Glyph provides. Back to the original question involving the T7 Gear, if they stack, A traditional stack of HoTs would give 22% increase in healing (33% using Wild Growth). This equates to a 1249 and an 1870 increase in Spell Power respectively.

Again, I will repeat myself. This only really benefits druids who find themselves constantly focusing heals on a tank. In a tank healing situation, I feel that the numbers not only support Nourish, but there is heavy evidence that a Resto druid should keep 4 pieces of Tier 7 around in case they are called upon to heal the tank.

Furthermore, while Regrowth is not dead, Its glyph has reached the end of its use. A glyphed regrowth no longer keeps pace with an unglyphed Nourish. The fact Nourish requires a hot is invalid, and a Gylphed Regrowth also requires a specific hot to reach max efficiency.

(To calculate the amount of Spell Power that would be needed to equal the Nourish bonus, I had heavy help from Paininabox' spreadsheet. Using my current gear/spec, I simply took my Nourish + Hot HPS value and multiplied it by the increase from bonuses (1.12, 1.18, 1.22, 1.33), from there I simply added Spell Power until the Nourish + Hot HPS equaled my calculated Nourish + HoT HPS. This isn't 100% accurate, but the numbers are close enough to give the general idea of how much power is added to Nourish through these various sources.)

Last edited by Allinone : 03/23/09 at 3:04 PM. Reason: Explained my Math

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Old 03/23/09, 10:05 PM   #370
grimtage
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Night Elf Druid
 
Dragonblight (EU)
Originally Posted by turlockmike View Post
Here's my problem with the nourish bonuses.
1. Its basically useless unless the target has a hot. Most of the time by the time you get a hot on someone other than the tank chances are they are already at 100% health.

2. It requires at least 3 hots on the target to be more effective than regrowth. Plus it does not refresh any hots. (Regrowth refreshes the regrowth hot).

3. It takes all 4 pieces of t7 and the new glyph coming out to be really any good.

4. I rolled a druid to roll hots, not flash of light. Currently Nourish is hotkeyed as my #7 spell after Healing touch #6. I have too many spells to be adding another spell that basically is only useful for tanks.

5. I will admit, on patchwerk, if I was solo healing, I might find Nourish useful to save mana and for big hits. Until that happens, I am not a fan.

Do not think that I hate nourish, I'm sure that someone uses it, but I have never been outhealed by another druid in any raid and I rarely use nourish.
Nourish is ridiculously useful when you need the tank healing, sadly I find that other classes are just better at tank healing than we are. Druids at the moment are very good at rolling HoTs on the tank and then helping out with raid damage - Nourish shines here when you're healing melee, simply because of WG. 643 mana to cost WG, on a 1sec GCD - that means you're probably going to hit up most of the melee(cast on the boss to hit tank too) and start spamming Nourish on them (don't need glyph for this) which makes it the most HP/M and HP/S we have. After Blizzard announced that Ulduar will be melee-unfriendly (lots of melee damage) and with the addition of revitalise to WG, this tactic will be immense come 3.1. However, the usefulness of 4t7/nourish glyph will only be in situations where you have all your HoTs up. So patchwerk/brutallus style fights would benefit about 10-15% (WG is still useful on brut) from each thing, up to a total of 33% with both. Personally I prefer the 4t8 and healing touch glyph, because each gives me extra options/flexibility to use over a slight increase in one spell.

Last edited by grimtage : 03/23/09 at 10:12 PM.

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Old 03/24/09, 2:23 AM   #371
turlockmike
Glass Joe
 
Night Elf Druid
 
Silvermoon
I was under the assumption that we were talking about the current patch 3.0.9 when comparing t7 to t8. I'm sorry for that. It does seem that nourish is finding its place in 3.1. But I still believe that the T8 Bonus is way better than having a buffed nourish simply because resto druids are pale in comparison to paladins as far as flash of light type heals are concerned. I believe that we should focus on using the heals that we are best at and fufill a role that other classes cannot. Nourish might may have more uses in 5 or 10 man raids, but in 25 man, paladins will always make our nourish seem underpowered.


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Old 03/24/09, 1:47 PM   #372
Logros
Von Kaiser
 
Troll Druid
 
Illidan
I've cast a few Nourishes on PTR bosses, but I honestly could have gotten away without it. We still have to roll lifeblooms, but every fight so far has been single main tank.

Besides a lifebloom on the tank and WGing every time it's appropriate, rolling rejuvs on the raid has always been the most effective healing, especially since we run with 2 trees in most raids. There's no room for anything else/nothing else is effective. Spot healing with a regrowth or a nourish just doesn't work, it doesn't spread enough healing out and cast healing like that can't touch chain heal, prayer or CoH. With 4 peice T8, it'll make rejuv dominate even more of my GCDs.

I feel really confident in my ability to heal a main tank now, more so than in 3.0.9, but we're going to have 1 pally in the raid always for buffs/balance, and that'll be his job. If shit's heavy, a disc priest will be brought in. I'm pretty disappointed overall; the nerf to lifebloom and lack of multi-tank fights has essentially turned us trees into rejuvenation robots.

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Old 03/24/09, 2:36 PM   #373
grimtage
Von Kaiser
 
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Night Elf Druid
 
Dragonblight (EU)
Originally Posted by Logros View Post
I've cast a few Nourishes on PTR bosses, but I honestly could have gotten away without it. We still have to roll lifeblooms, but every fight so far has been single main tank.

*snip irrelevent to my post part*

I feel really confident in my ability to heal a main tank now, more so than in 3.0.9, but we're going to have 1 pally in the raid always for buffs/balance, and that'll be his job. If shit's heavy, a disc priest will be brought in. I'm pretty disappointed overall; the nerf to lifebloom and lack of multi-tank fights has essentially turned us trees into rejuvenation robots.
RJ on the raid only solves the problem if the damage is consistent and on everyone - Sapph for example. If the damage is multi-targeted like Malygos but comes in bursts, you mayswell be peeing on the raid member, it's about as much use. There's a heal for every situation, Malygos happens to work with just WGing the player, but if there's a mechanic that causes a raid member to damage those around them to varying degrees, there's nothing stronger than WGing that person and Nourishing them. If there's a move like KJ's shadow volley but instant and unavoidable, then you're going to want to HT the target, because RJ just won't get their health up fast enough - chain heal won't do the job because you can't assure they're close, PoH won't be much good as you can't ensure they'll be in the same party and CoH will be just as useless for the same reason as CH is useless. These targeted damage spells need Flash of Light, Flash Heal, Lesser Healing Wave or Glyphed Healing Touch - out of all of those spells, ours is the quickest and most HP/S.

My problem with your post isn't that you have stated something wrong, but that your way of considering what gear/spec to use does not consider every situation. Granted my way of looking at it is detached from actual happenings, but I haven't experienced every boss in Ulduar yet, so I preserve my scepticism of a need for such a view until I have.

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Old 03/24/09, 3:24 PM   #374
Jurik
Von Kaiser
 
Night Elf Druid
 
Kel'Thuzad
RJ doesn't require raid-wide steady damage to work well. As long as people aren't in danger of falling over, RJ is a really effective way to heal even for random spike damage like Maly phase 1. The key is to take other healers that don't obsessively keep everyone topped off when it's just not necessary. This is one reason why healing meters are bad, because they reward individual contribution in what is ultimately a team game.

RJ actually works plenty well on Malygos phase 1. A single arcane bolt won't kill someone, and a second one won't kill them either if they've had a few ticks of RJ or lifebloom. If someone gets unlucky and takes 2 bolts in a row, throw a swiftmend or nourish to prop them up, or let another healer flash them. As Vortex approaches, I tend to let the other healers top people off while I throw around pre-HoTs. It's all about teamwork.

HoTs really shine when we can guarantee several ticks of effective healing--this is, I think, what the rolling lifebloom nerf is aimed at, and why this nerf is so hard to swallow, because we really aren't seeing this efficiency in practice yet. Right now, due to plentiful mana and easy encounters, we aren't often being put in a situation where we can really wring out maximum efficiency from our spells.

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Old 03/24/09, 4:07 PM   #375
Allinone
Von Kaiser
 
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Night Elf Druid
 
Sen'jin
Originally Posted by turlockmike View Post
I was under the assumption that we were talking about the current patch 3.0.9 when comparing t7 to t8. I'm sorry for that. It does seem that nourish is finding its place in 3.1. But I still believe that the T8 Bonus is way better than having a buffed nourish simply because resto druids are pale in comparison to paladins as far as flash of light type heals are concerned. I believe that we should focus on using the heals that we are best at and fufill a role that other classes cannot. Nourish might may have more uses in 5 or 10 man raids, but in 25 man, paladins will always make our nourish seem underpowered.

You'll get no argument from me on that point. 99% of the time I would prefer the T8 armor (and bonuses) to the T7. Instant hitting Rejuv's not only make us better, but also make the world easier for our other healers. Since we arent waiting 3 seconds for Rejuv to tick, there is less of a chance that significant portions of the HoT will be overwritten, improving overall healer mana efficiency. I really really REALLY like this bonus.

I also have a feeling paladins will remain the top FoL style healers, and continue to top the single target healing charts. I have yet to see numbers to back this up, perhaps I will ask paladin friends of mine. However, with the versatility of druids, I was simply trying to surmise what would give Druids the best single target output and efficiency.

As far as comparing the set bonuses in 3.0.9....Why would we? You can't get T8 gear till 3.1 comes out, what would be benefit in comparing the set bonuses using old rules?

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