Item - Icecrown 25 Normal Healer Trinket 2 - Each time your spells heal a target you have a chance to cause another nearby friendly target to be instantly healed for 5550 to 6450.
Item - Icecrown 25 Normal Healer Trinket 2 - Each time your spells heal a target you have a chance to cause another nearby friendly target to be instantly healed for 5550 to 6450.
Wonder if it procs of a HoT tick
Even if it does, and it is a smart heal, it will most likely have a 45 second Internal Cool Down. Does the Ony trinkets set bonus have an internal CD?
Artificial Intelligence usually beats real stupidity.
I've been working on collecting haste pieces since the news of the GOTEM change was announced. My current plan is to keep 4t9 and with a little luck wear haste pieces in every other slot and make up the the difference to the cap with gems.
Using this gearing strategy will give me a very low crit rate mitigating the value of 4t9. I'm wondering if I would give myself better healing output by forgoing my 4t9 for two additional haste pieces allowing me to use more pure SP gems.
If you're going for 4t9 and lack on haste your best bet would be to get some haste/crit items. That way you are trading spirit for haste and can avoid gemming for it.
Well, without NG, Nourish will have the same haste cap as Rejuv (856 without CF, 735 with).
There's an annoying antisynergy here between haste gear and Glyph of Rapid Rejuvenation. Let me try to describe:
1) Haste and spellpower both provide comparable amounts of throughput after 3.3, with haste providing slightly more. The difference is that spellpower makes our Rejuv stronger while leaving the number of targets constant, while haste adds targets. So gemming for haste is better for "spread" healing, but gemming for spellpower is better for "focused" healing.
2) Glyph of Rapid Rejuvenation, however, causes you to heal fewer targets (more "focus"). Moreover, it eliminates the "spreading" effect of each additional point of haste (because the reduced duration exactly cancels the reduced cast time).
So if you're healing a fight where you want to achieve max HPS spread out over many targets in a raid, you'll stack haste and avoid the Glyph. Where you're interested in Rejuvs that tick more powerfully, haste vs. spellpower is a wash--they both leave the numbers of targets you can simultaneously HoT constant while increasing Rejuv's HPS while ticking. I think there's some awkwardness here in the way the Glyph causes haste to scale.
If this all remains the way it is though, I'll probably be inclined to gem haste up to cap, and then swap the Glyph in or out depending on how much I want to spread my healing at a particular fight.
I'm actually really liking the changes, and see it basically making druid healing a 2 spec type of deal. Since you can easily reach 730 haste with current normal gear (totc 10\25), most of us should be able to spec into CF on day one of 3.3 and be haste capped. Sitting at the haste cap with 3\3 CF would leave us with 2 distinct build. 3\3 CF, 3\3 revitalize for raid healing, and 0\3 CF 3\3 living seed, 3\5 TS, 5\5 NB with rejuv glyph for tank healing since the extra .1 cast time should have minimal impact on tank healing... Also for the raid healing spec, once we've reached the 850 cap, when then have the ability to drop NG to pick up useful talents in resto such as barksin and maxing out NB for spot heals.
While some people sporting lots of 245 gear stacked with crit for the 4t9 might have some regearing to do, and might even loose some SP going back after the haste gear... i think the change puts us back where i like us (and think we should br), which is a volume healing, opposed to a quality healer (aka pally). Faster rejuv, faster RG, faster nourish makes us a volume tank healer, and GCD rejuv spam with nourish\RG spot heals at\near GCD makes us volume raid healers.... I'm excited for 3.3 personally.
shiny shard of the scale + shiny shard of the flame
What do you guys think of Shiny shard of the Flame + Shiny shard of the scale. Any numbers on the "cauterizing heal".
Also does anyone know if you can combine 25-man version with 10-man version and still get the set bonuss?
you can't combine 10er version with the one from ony25.
to show you some numbers. during alle 3 bosses and their trash in wintergrasp:
it procct 7 times! my max. crit was 4,5k.
set is Shiny Shard of the Gods - Item Set - World of Warcraft
its around 1% of you total heal overall.
the spellpower is nice, but not the heal procc.
could be better for dps. but i don't know.
you can't combine 10er version with the one from ony25.
to show you some numbers. during alle 3 bosses and their trash in wintergrasp:
it procct 7 times! my max. crit was 4,5k.
set is Shiny Shard of the Gods - Item Set - World of Warcraft
its around 1% of you total heal overall.
the spellpower is nice, but not the heal procc.
could be better for dps. but i don't know.
could be better. just read wowhead or wowforums for discussion.
but be ready to equip [Spark of Hope]
The set gives you 98 MP5 and 250 spell power. That is very awesome. It makes each trinket give 49 MP5 and 125 spell power. Assuming you don't have access to the Solace's, these are two very powerful trinkets and are easy to obtain. However, ToC 25 is easily as pug-able for the trinket as Ony 25. If you are indeed need of regen, Spark of hope is by far one of the best trinkets out there. It's equip alone is amazing. The Binding stone I am not a fan of. I really don't like its use, and I am not much of a fan for on use trinkets as a healer. Spell power with a MP5/Regen sort of proc is nice, and usually what I aim for. IDS is still one of the top trinkets in the game, and I am still denied of getting it .
Artificial Intelligence usually beats real stupidity.
What do you guys think of Shiny shard of the Flame + Shiny shard of the scale. Any numbers on the "cauterizing heal".
Also does anyone know if you can combine 25-man version with 10-man version and still get the set bonuss?
Presumably you can combine the ilvl 245 and 232 versions for the set bonus, since you can do that with other sets. I have not seen it done with this particular set, though.
The set is underwhelming. Cauterizing Heal is essentially useless -- it's a weak HOT on a 45-second ICD -- and stat wise you can do better with other trinkets (you'll pry my Solace out of my cold, dead, err... branches).
The set bonuses on the 232 and the 245 are not the same so mixing them isn't likely to work.
Maybe if you have one 232 and one 245, you get the weaker bonuses - but I kinda doubt it works like that.
Very nice alt trinkets, would be nice to know whether you can mix or if anyone has some of these.
The HP regen portion can also come in handy in a certain ToC fight.
This is the first problem I have, how did it go from 50% to 42.9% with just Wrath of Air Totem
Anyway assuming this amount to be accurate(the following calculattion is for 3.3, 5 Points in GotEM)
I assumed to calculate the haste cap i would first need to reduce the %s of haste we get from other sources
50%-15%-7.5%-4.5%=23%
note, 15% is from GotEM as 10% of 1.5 sec is 15%, 7.5% is the 5% of Wrath of Air totem, and 4.5% is the 3% from retri/moonkin aura
Now a fellow Resto druid told me that this is wrong because the totem and retri/moonkin aura are not additive but multiplicative, mind someone explaing this to me, because I could not understand what he meant at all.
Also I'm taking it for granted that % haste from each of these buffs/talents is increased by the fact that the GCD is 1.5ec (10% becoming 15% etc) but i dont know if they truely are increased in that way or that amount(from the original poster's number i am sure not, so how do they work than???)
anyway after finding out the % needed fully raid buffed, I'm guessing we multiply that by 32.79(haste rating for 1% haste) to find the amount needed to be haste caped.
If anyone can please explain to me these questions, I would be most grateful, please dont just give me the hastecap, I want to be able to understand how you got to that number myself. TY anyone who takes there time to read this.
BaseCastTime/(HasteBuffA*HasteBuffB*HasteBuffC* . . . *(1 + HasteRating/3279)). Where HasteBuffA, etc., are %-based buffs from talents and raid buffs. GotEM is weird since it reduces BaseCastTime.
Right now, with 20% GotEM and all raid buffs (WoA, Imp. Moonkin Aura), the GCD with 0 haste is:
1.5*0.8/(1.05*1.03) = 1.1096. The haste cap is therefore 0.1096*3279 = 359.3.
This is the first problem I have, how did it go from 50% to 42.9% with just Wrath of Air Totem
1.5/1.05 = 1.429
Originally Posted by mrx
Anyway assuming this amount to be accurate(the following calculattion is for 3.3, 5 Points in GotEM)
I assumed to calculate the haste cap i would first need to reduce the %s of haste we get from other sources
50%-15%-7.5%-4.5%=23%
note, 15% is from GotEM as 10% of 1.5 sec is 15%, 7.5% is the 5% of Wrath of Air totem, and 4.5% is the 3% from retri/moonkin aura
Now a fellow Resto druid told me that this is wrong because the totem and retri/moonkin aura are not additive but multiplicative, mind someone explaing this to me, because I could not understand what he meant at all.
Also I'm taking it for granted that % haste from each of these buffs/talents is increased by the fact that the GCD is 1.5ec (10% becoming 15% etc) but i dont know if they truely are increased in that way or that amount(from the original poster's number i am sure not, so how do they work than???)
anyway after finding out the % needed fully raid buffed, I'm guessing we multiply that by 32.79(haste rating for 1% haste) to find the amount needed to be haste caped.
If anyone can please explain to me these questions, I would be most grateful, please dont just give me the hastecap, I want to be able to understand how you got to that number myself. TY anyone who takes there time to read this.
You can't take 10% of 1.5 and call it 15%... Otherwise you have to take 50% of 1.5 and call it 75%. :-p Percentages don't increase by what they are working on. 10% of 1.5 is still 10% and 10% of Twenty Billion is still 10%.
AFAIK the 3.3 calc is:
1.5 (Base GCD) / (1.03 (3% from CF/Ret) * 1.05 (5% from WoA Totem) * 1.10 (10% from GotEM) = 1.2608
3.3
Haste Required:
32.79 haste rating increases your haste by 1%. If you have Gift of the Earthmother, you need 36.36% haste to get to a 1 second global cooldown, or 1192.36 haste rating. Wrath of Air totem provides 5% haste and improved Moonkin/Swift Retribution aura provides 3% haste. Here is a list of the amount of haste rating you need with these buffs to get 1 sec GCDs
I've been watching this thread closely for a while, and I haven't seen this be asked.
When 3.3 hits, will it be worth dropping the T9 4-piece set bonus right away if that's what it takes to get to 850 haste? Which is better? T9 4P w/500 haste or no set bonus with 850 haste?
I've been watching this thread closely for a while, and I haven't seen this be asked.
When 3.3 hits, will it be worth dropping the T9 4-piece set bonus right away if that's what it takes to get to 850 haste? Which is better? T9 4P w/500 haste or no set bonus with 850 haste?
Being haste capped will be better than the crit on Rejuv, so yes I would drop the 4 piece to get haste capped.
Being haste capped will be better than the crit on Rejuv, so yes I would drop the 4 piece to get haste capped.
You can have 2 haste pieces with 4-set already. All you gain is 2 haste pieces for 2 crit pieces, or ~4% haste (and lose 3% crit) for the setbonus. So I doubt it's worth it to break the 4-set.
It also depends on how RJ-spam-heavy the fights in IC are.
When you're raid healing with RJx5, WG, Hamlet's TreeCalc sheet indicates that if you have 4T9 you get (very ballpark) 4 HPS from a point of SP, 5 HPS from a point of haste rating, 1.4 HPS from a point of crit, 0.45 HPS from a point of INT, and 500 HPS from other assorted buffs giving you INT/crit. If you break 4T9 you get 3.7 HPS from a point of SP, 4.6 HPS from a point of haste, and nothing from crit, INT, or various INT/crit buffs. (To reiterate, we're in the strict Instants-Only Raid Healing regime here.)
This means that you need to pick up a lot of stat upgrades to make it worth your while to break 4T9, because losing 4T9 makes all your stats worse across every piece of gear. You need (around) +110 haste to beat losing 500 HPS from INT/crit buffs, another +110 or so haste to beat losing 500 HPS from INT (with 1100 INT), +110 haste to beat losing 500 HPS from crit (400 crit), and then you need to multiply that by 1.2 because of the drop in value of SP and haste. So you need about +400 haste or +500 spellpower from your T9-breaking pieces (SP worth 3.7 HPS, haste worth 4.6) or some mix of that to make it worth breaking your 4T9.
This makes it seem like we won't be breaking 4T9 until 4T10, and that's in the case of 100% perfectly optimal 4T10 going where you need it.
Playing both sides here - keep in mind that you usually (always?) won't have access to all T9.258. Picking the ones with haste first (in particular shoulders) makes the most sense as they should be the most long-term useable, although if indeed it turns out that you need 4T10 to make the transition in which case it matters less.
The slot this matters most in is the chest since there are 2 258 pieces that are easily attainable. There are no non-tier helms and the only gloves drop from Anub, although they might still be easier to get - they also don't have spirit.
The gain of haste from dropping 4T9 should be regarded as gain of SP, assuming you have to gem for haste to keep 4T9 and be capped. If you don't, then the gain is less significant.
Most fights aren't 5 rejuv 1 WG so this calculation is overvaluing 4T9.
Finally the value of 2T10 needs to be taken into account.
On the other hand, your statement about multiplying the lose by 1.2 doesn't seem right. For instance, if SP goes from 4HPS to 3.7HPS and you have 3.5K SP, you just lost 1050HPS, which is a larger lose than what your calculation would suggest.