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Old 11/18/09, 4:06 PM   #1066
Tebasile
Glass Joe
 
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Human Priest
 
Icecrown
Originally Posted by Dasr View Post
If we look at the 10 man version the glyph might very well be viable as the duration for rejuv will still be over 10 seconds even with the glyph/haste capped, allowing you to still completely blanket the raid and have faster healing, giving a nice meter padding.
Ahh true, I hadn't thought of that. My concern had been the inability to get to the haste cap in a 10-man environment (without an optimal group), but even with only ~740 haste, I was a reduced to a 13 sec or so Rejuv in a 10-man, which would be nice.

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Old 11/19/09, 4:45 PM   #1067
Titanstrider
Von Kaiser
 
Night Elf Druid
 
Malygos
When I first saw the glyph I was thinking it would be great for 10 man healing, as our group runs with a resto druid and disc. priest only, priest focused on the tank while the druid (myself or another) raid heals and keeps HoTs on the tank/s.

The big question will be, how do the new bosses hurt your raid? If it's Mimi napalm type attacks, the faster casting regrowth + old rejuv covers that. If it's a steady raid wide Twins aura that does more than a normal rejuv can handle, hasted rejuvs will allow you to spam cast and then focus on other things, rather than weaving LB and RJ. In 10 man stuff WG doesn't hit 6 as often anyway, and if you don't need the mana you're likely to have a glyph spot to play around.

On 25 person content it can still be handy, depending on group positioning and raid damage. Do bosses target a few folks with a volley of DoTs which can be dealt with using RJ, or will everyone take Twins type aura damage where max coverage wins the day?

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Old 11/20/09, 10:59 AM   #1068
Kirbie44
Piston Honda
 
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Night Elf Druid
 
Magtheridon
The only fights I can see myself not using the hasted rejuve glyph are aura fights. Right now we have 3 of them. Twins, Iron Council (HM), and Sapphiron. I wouldn't use it on General Vezax, but we out gear the encounter now that it doesn't matter anymore.

o Frost Aura — Deals 4,500 Frost damage to all nearby enemies every 3 seconds.

-Sindragosa.

4 Aura fights, 4 fights I would replace Rapid Rejuvenation with another glyph. Until you came to the point where you out geared the encounter again. Our healers are out gearing the Twin's encounter already, so I wouldn't even switch for this fight (unless it posed a problem).

Artificial Intelligence usually beats real stupidity.

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Old 11/20/09, 12:42 PM   #1069
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Originally Posted by Kirbie44 View Post
The only fights I can see myself not using the hasted rejuve glyph are aura fights. Right now we have 3 of them. Twins, Iron Council (HM), and Sapphiron. I wouldn't use it on General Vezax, but we out gear the encounter now that it doesn't matter anymore.

o Frost Aura — Deals 4,500 Frost damage to all nearby enemies every 3 seconds.

-Sindragosa.

4 Aura fights, 4 fights I would replace Rapid Rejuvenation with another glyph. Until you came to the point where you out geared the encounter again. Our healers are out gearing the Twin's encounter already, so I wouldn't even switch for this fight (unless it posed a problem).
For that fight it depends how your guild decides to handle the healing. 1 Druid with the glyph can totally cover it on two groups with just RJ with the brief allowance of a GCD or two to throw on a SM or WG if needed but very little else. If however your guild would rather have healing in a more FFA style then dropping the glyph and doing more of a broader blanket healing style would obviously suit it better especially combined with VE, JoL, LoTP, HS totem being able to mostly cover the deficit between the aura and RJ.

While 3000/3 (normal 10) should be fine with normal RJ and 4500/3 (heroic 10, normal 25) is something we may get close enough to with enough gearing at the end of Icecrown. 6000/3 (heroic 25) is something I have a strong feeling where guilds may very well want us to adopt the glyph and tighten our assignments for especially early on where we are inexperienced, undergeared and lacking on attempts.


Europe has not had the ability to test her yet so I cannot comment on how the feel and play of the encounter might change the perception the raw spell stats suggest the healing could be done for it.

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Old 11/20/09, 1:47 PM   #1070
Kirbie44
Piston Honda
 
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Night Elf Druid
 
Magtheridon
Your running a tight 5Rejuve->WG on most of these encounters. Unless you have aoe healing strong in your guild, frost resist is going to be a big factor as well. When I read this fight, giving its nature, I think frost resist is going to help out a lot here. I have started to gather mats for the rings (for the raid, not just my own).

[Titanium Frostguard Ring]
[Arcanum of the Frosty Soul]

As the "primary" healer to this fight, I wouldn't go much over the ring and enchant. Losing out on all that spellpower might hurt us overall. This may even be "too far". Until we can see the intensity of this damage on normal 25, it is going to be hard to tell. However, this is a lot more frost damage going around than just this aura.

--------

Icecrown: Trauma Most likely a 45 second ICD, but looks awesome for raid healing. Depending on the ICD, or if it is just a proc chance, it may be worth dropping haste on our weapons for, since critical becomes ugly again. Mag'hari Chieftain's Staff - Items - Sigrie is also a viable option, providing a lot of haste. Althor's Abacus This trinket looks strong as well, for a possible raid healing. Similar to the Shaman's Ancestral Awakening - Spell - World of Warcraft .

Once we pick up the new Icecrown trinkets with more SP, we are going to lose all the mp5 from Solace's. If your guild has been killing Jaraxxus for over a month now, then chances are you will have both solace's when Icecrown comes out. 144+128=272 mp5 we will be losing. This is a lot, and going to be really hard to give up (for me at least).

Artificial Intelligence usually beats real stupidity.

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Old 11/20/09, 2:01 PM   #1071
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Trauma's effect has a 1(-2)% proc chance so a very high internal cooldown would be detrimental as then it would have a much higher proc chance.

If you look at previous trinkets which had such a low proc chance such as [Soul Preserver] or [Eye of Gruul] you will remember that they had no ICD (at least not that I recall or could quickly find information on) and you will no doubt remember how well the Eye of Gruul worked with CoH granting a rough 10%~ chance on cast to trigger it which was amazing at the time.

The wording of the equip also makes it seem to favor hots and especially AoE ones like WG which synergize with it extremely well so I would not be shocked if there was a short 10~20 second ICD to mitigate the raw strength of the proc chance for us.


More data is naturally needed before any precise conclusions can be made but I would be surprised if they hadn't put in a counter-measure for us to stop it being vastly superior above and beyond what it is for anyone else if the way it is worded is correct.

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Old 11/20/09, 2:36 PM   #1072
Kirbie44
Piston Honda
 
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Night Elf Druid
 
Magtheridon
Looking at Trauma some more, I think it will be a chance on heal, with most likely no ICD. Until they change the proc chance that is.

Fountain of Light: (Normal mode Trauma)
Apply Area Aura: Periodic Heal
Value: 217 every 1 second
Radius: 10 yards
It can heal in 2 different ways that I can find out. One that I am reading and thinking is going to happen is it will heal all targets within 10 yards for 217 every second. The other is it will work like the Fountain of Light in ToC 5; where it will heal 1 target within 10 yards for 217 every second (not always the same target). If the first idea holds true, this mace is going to rock hard. Our Twins setup has 19 people within 10 yards of each other, not to mention ~8 pets (six soakers). Maybe it is supposed to be that good for the loss of other stats. I need to stop thinking about it because I'll be extremely disappointed when it comes to loot day and I get it and it is basically a garbage proc ICD/Effect etc.

Artificial Intelligence usually beats real stupidity.

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Old 11/20/09, 3:22 PM   #1073
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Originally Posted by Kirbie44 View Post
Looking at Trauma some more, I think it will be a chance on heal, with most likely no ICD. Until they change the proc chance that is.

Fountain of Light: (Normal mode Trauma)
Apply Area Aura: Periodic Heal
Value: 217 every 1 second
Radius: 10 yards
It can heal in 2 different ways that I can find out. One that I am reading and thinking is going to happen is it will heal all targets within 10 yards for 217 every second. The other is it will work like the Fountain of Light in ToC 5; where it will heal 1 target within 10 yards for 217 every second (not always the same target). If the first idea holds true, this mace is going to rock hard. Our Twins setup has 19 people within 10 yards of each other, not to mention ~8 pets (six soakers). Maybe it is supposed to be that good for the loss of other stats. I need to stop thinking about it because I'll be extremely disappointed when it comes to loot day and I get it and it is basically a garbage proc ICD/Effect etc.
Firstly "Apply Area Aura" should be very easy to understand.
Secondly the ToC version of the spell summons an NPC using the wording "Creates a Fountain of Light that heals nearby friendly units for 45 sec or until it is destroyed." and when compared to "heal themselves and friends within 10 yards for 217 each sec for 6 sec." it should be quickly dismissed as being anything similar.

The loss of stats which is roughly 59 crit, 14sta, 14 int, 59 spirit is not an amazing one as at a meaningful level of being Icecrown geared you should need no more haste which results in both crit and haste being somewhat a useless stat and then the loss of 59 spirit and 14 int/sta is really not a big deal provided it compensates for the 22~ SP loss from the spirit.

If at release there is still no more known information about it you can always pass the first one which drops to save being disappointed until you find out exactly how it works...

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Old 11/20/09, 9:02 PM   #1074
Restofariann
Glass Joe
 
Night Elf Druid
 
Gorgonnash
Originally Posted by Playered View Post
The wording of the equip also makes it seem to favor hots and especially AoE ones like WG which synergize with it extremely well so I would not be shocked if there was a short 10~20 second ICD to mitigate the raw strength of the proc chance for us.
I'd say this is especially true considering my solaces are now proccing six times per wild growth cast (one for each member effected) on the ptr, suggesting that solace may also now be counting as six spells with many similarly worded and programmed effects. If it procced on ticks of WG, */napkin math* you're basically looking at 36 chances to proc a 2%, or 74% chance that any given wg will proc it. Sounds beefy. 6*5*217 leaves you with 6150 healing done, having a 22% chance to proc every second assuming haste cap and rejuv/wg on cooldown. This gives you 22% chance per second of proccing 6150 total healing. With all hots rolling, it's ~1353 HPS increase assuming nothing overheals, overwrites, and no ICD.
I'm drooling already.
What happens if it can proc off of itself? If it hits six people, you have a 60% chance that it will proc itself again. If it doesn't overwrite itself, the numbers get silly. If it hits 10 people, it will mathematically proc itself and never stop proccing until it stops hitting 10 people. This assumes that it doesn't overwrite itself, which, come to think of it, would cause it to stack up indefinitely once you had it ticking on more than 10 people. Say, if 11 people, or 19 such as posted in the twin valks strat above were to be hit with it, it would begin to multiply and stack up to two stacks per person within the first 5ish seconds, and would basically start running rampant from there. My money is on a hefty ICD on this sucker, if there isn't, you'd better believe I'll have one.

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Old 11/21/09, 7:07 AM   #1075
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
The wording suggests the secondary heal isn't attributed to you ".. cause the target of your heal to heal themselves and friends within 10 yards for..." to prevent a chain proc I assume but again until more data available from actual testing it is hard to say beyond what the tooltip and spell data implies - we all know how reliable tooltips are though so.

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Old 11/21/09, 7:14 PM   #1076
Bearcowcat
Glass Joe
 
Tauren Druid
 
Gurubashi
Originally Posted by Restofariann View Post
What happens if it can proc off of itself?
I think it's safe to say that any effect that can result in an exponentially growing, self-perpetuating healing aura is unintended and if it were to ever sneak into the game, it would be swiftly hot-fixed.

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Old 11/23/09, 1:08 PM   #1077
KrinKer
Von Kaiser
 
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Worgen Druid
 
Lightbringer
I have a weird question for some players out here.

Does anybody know if the [Idol of Longevity] still works with the higher ranks of Healing Touch? I ask this because we're using resto Druids on P3 Anub and I'm wondering if it could be a good idol to use on that fight.

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Old 11/23/09, 1:29 PM   #1078
Dasr
Von Kaiser
 
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Tauren Druid
 
Zul'Jin
Originally Posted by KrinKer View Post
I have a weird question for some players out here.

Does anybody know if the [Idol of Longevity] still works with the higher ranks of Healing Touch? I ask this because we're using resto Druids on P3 Anub and I'm wondering if it could be a good idol to use on that fight.

Resto druids are extremely powerfull on anub 3, and for that you're somewhat smart. However using healing touch for anything other than in conjunction with nature's swiftness is risky at best. It has been extensively proven that HT glyph + HT spec results in sub-healing so you shouldn't be using that if you are. Also on the fight the only place I can see a use for HT is on the penetrating cold targets, and even then it is best paired up with NS and not cast repeatedly. Rejuv + swiftmend is much stronger in that scenario. Now if you are using HT on just random raid members against the leaching swarm then you're just hindering yourself and the raid. The overall healing done to low overall health dps will bring them over 50%, bad move/ wasting time casting HT and not hotting, another bad move. In essence HT heavy druids are a waste except in very specific fights, and anub is not one of them.

Last edited by Dasr : 11/23/09 at 1:33 PM. Reason: I hate typos

Good healers keep people alive that are taking damage.

Resto druids heal them before they take damage and do the other healers job for them.

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Old 11/23/09, 2:35 PM   #1079
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
Dasr,

If your Druid is assigned two PC targets (repeatedly need to heal two non-hotted targets for more than 7k each, in under three seconds, counting reaction time and latency) Glyphed Healing Touch is probably the right tool.

Khiran,

It may still work (but with 25% less mana savings because of the HT Glyph). However it dropped in the old level 60 Naxx. I wouldn't expect many Druids to have one, and nobody can get one now.

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Old 11/23/09, 4:07 PM   #1080
Rijndael
Don Flamenco
 
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Dwarf Priest
 
Proudmoore
I found a use for Glyphed HT on Jaraxxus and Faction Champs, as well. Sometimes healing is about removing danger as quickly as possible, not HPS.

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