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Old 06/15/09, 5:30 PM   #1516
Vazu
Don Flamenco
 
Vazu's Avatar
 
Night Elf Druid
 
Uldum
You don't have to regem or go crazy with INT for hard mode Vezax. You need people to not miss shadow crashes and for MT healers to be smart and not overheal. I usually stand behind the boss with melee and treeform auto-attack. Everytime I get a Clearcast, I throw a Rejuv up on the MT. If I get another CC before Rejuv ends, I Regrowth the tank. But that's all I do until the Animus spawns. Basically you shouldn't need to spend more than 1-2k mana at MOST before P2.

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Old 06/16/09, 6:14 AM   #1517
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
Only did the 10m version of vezax hardmode, what I did was make sure rejuv is always up, regrowth on OoC procs from melee attacks. If I got another proc before the HoT is over, toss a LB. SM if the tank drops below 15K HP. This should be enough for p1 and won't cost too much. I wouldn't cast rejuv on OoC since it's so cheap and I wouldn't let it drop either, since having a SM fodder is quite beneficial.

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Old 06/17/09, 2:14 AM   #1518
Nailer
Glass Joe
 
Tauren Druid
 
Twisting Nether (EU)
Originally Posted by Rijndael View Post
Resto Shamans are better tank healers than resto druids, I think. The thing about Nourish is, it gets boosted a lot by hots and the glyph, but its native coefficient is quite low, and while it has that nice +25% crit talent, it doesn't have a spellpower boosting talent like Tidal Waves or Empowered Healing. Glyphed LHW on the tank with Earth Shield will output numbers compatible to Nourish. The advantages of shamans on the tank are threefold:

(a) They have less preconditions to keep up (just Earthshield, vs 3 separate hots for us). This means they are far less likely to be caught with their pants down and GCD-locked during a burst event, whereas this happens to druids a lot more.

(b) Inspiration. People underestimate how much effective healing this is. On our recent Hodir 25 hardmode kill, inspiration accounted for 24% of healing done by our Disc priest -- ahead of all other healing spells used. (I was using Event Horizon Fight Statistics, which keeps track of absorbs and inspiration). A shaman in tank healing gear will easily have 50% crit on LHW, so Inspiration will basically be permanently up.

(c) Shamans get mana return on crit, we do not. They are almost as sustainable as paladins on the tank.
I beg to differ. Having played all four healing classes and lacking extensive raid experience with none but priests I am fairly confident shamans are the worst choice for tank healing.

- Earth Shield, AA and Earthliving is nice but can not compete with our HOTs and seed in terms of both cushioning spikes and healing back moderate damage.

- Shamans lack the on-demand short CD burst we have. Riptide and Tidal Waves is not on par with a precasted Nourish followed up by Swiftmend, likely NG procs and proper juggling of tri-stack Lifeblooms.

- Even fully geared for crit their longevity is nowhere near that of paladins. In fact I have yet to see a druid run OOM sooner than any shaman save an AFK one.

- Talking about armor value you have a point here. Frankly I have not seen the numbers before. Still if anything I consider it a nice bonus towards passive mitigation rather than something that's going to save lives. I am sure we can agree it is spikes killing tanks, my concern about shaman burst potential remains.

Regarding that "pants down" situation, that should simply not be happening. When Swiftmend is on cooldown you are obviously more vulnerable. Force seeds and sustain NG regardless of 100% tank HP, be conscious about directing potential blooms towards that window of vulnerability and precast after meeting all these conditions. Communicate with your tank, he has his CDs for a reason. Communicate with your healers, even paladins need assistance now and then. If all else fails you still have NS. Should you run out all of these options and still need NS twice within 3 minutes then something else is awry, certainly nothing a shaman could have managed better than you.

I will be the first to admit calculus is not my choice for communication, Nourish may indeed look weaker on paper. But experience says otherwise, plus we have quite a big and powerful arsenal to complement it. In the end of the day the point is moot since no sane raid is going to run regularly without a pally or disc priest and 10 man is a non-issue. What I do feel is an issue though is I argued they are the worst for tank healing. And as we agree there are better raid healers save for a few special cases. Do our shamans suck so bad - highly doubt it - or are they really that much behind the rest? If so I can not begin to imagine why this has not raised some eyebrows yet. Yes they have nice utility but that does not offset the gap what I believe exists between their sense of achievement and other healers. I continue to refuse asking our shamans to respec elemental for farm nights but this has been going on for too long.

One last thing and please believe me it is nothing but genuine curiosity: That 20K HPS you mentioned is an actual number of effective healing you have a parse of? Just the other day after Mimiron I was playing around with numbers and came to a ~15k hypotetical cap for my current gear (2500 sp unbuffed), something I manage to near the more the less healers we do fights with. Correct me if I am wrong but isn't Prayer of Healing the highest HPS spammable heal in the game? If so that affects up to 5 targets and Frozen Blows is 4000 damage unresisted every 2 seconds. Barring crap DPS - which I am sure Vodka does not suffer from - Hodir hard mode does not require players to ignore Biting Cold excessively. Thus that leaves 4000 * 5 / 2 = 10k damage per second per party that needs to be healed disregarding JoL, VE, PoH glyph, HL glyph, Healing Stream and all the like, assuming 2 priests and a pally. Now if there is a link and it was more than a lucky spike I am jealous, although druids still retain more control over deciding whom to heal when doing their RJ / WG spam.

Last edited by Nailer : 06/17/09 at 2:25 AM.

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Old 06/17/09, 2:48 AM   #1519
Omen
Von Kaiser
 
Tauren Druid
 
Cenarion Circle
I thought I would share my XT-002 Hard Mode parse with everyone in case there are folks who use Revitalize data.

linky

From the data on XT, there are 2 resto druids both who use a fairly intense RJ/WG spam. There was an average of 47.67 procs per player with a mana bar, which translates to 47.67% mana per player or 23.835% mana per player per druid. Given that the fight was 10 minutes long, this normalizes to 0.039725% mana per player per druid per second. The absolute mana gains, of course, depend on how many players you have with mana bars and how big those bars are, but for this particular raid setup we are looking at 91.075 average mp5 per player or or 45.5 per player per druid.

I haven't looked at the relative energy gains, rage gains, and runic power gains, but I suppose I could just total the number of procs over the entirety of the raid to calculate the average procs per second.

Also interesting is my 4T8 Rejuv data (I ran to Dalaran right after the FL kill because I got enough tokens to pick up the chest. Yay!) which accounted for nearly 10% of my total healing that fight.

One last thing and please believe me it is nothing but genuine curiosity: That 20K HPS you mentioned is an actual number of effective healing you have a parse of?
20k is roughly the theoretical maximum for priests that they rotate their PoH through groups to optimize the PoH hot ticks. On fights such as Hodir, this amount amplifies greatly because of the 100% haste buff of the moonbeams. For druids, we're not far behind if you include ~1900 hps you get from 4T8. I'll go crunch some numbers. The only drawback is that we are completely capped haste-wise whereas priests can potentially reach a 1s PoH cast time and potentially over 40,000 hps. Of course this isn't at all sustainable and highly overkill in any current encounter, but I'm guessing on fights like Mimiron P2 Hard Mode it's better to overheal than underheal.

Edit: Napkin Math for our potential HPS. Using the average values from my XT data (~3050 buffed SP) and using a standard WG, RJ*5 rotation averaged over 18s,
WG = 814.2 hps * 6 targets = 4885.2 hps
WG overlap (3s over in every 18s excluding the initial cast where 12 people have WG) = 814.2 * 6 targets * 3s / 18s = 814.2 hps
RJ tick = 2456.7; RJ = 818.9 hps * 15 targets = 12283.5 hps
4T8 = 1889.1 * 15s / 18s = 1574.25 hps
Total = 4885.2 + 814.2 + 12283.5 + 1574.25 = 19557.15 hps

The initial 18s cycle will only have 2s of 12xWG, but over an extended period of time it should approach a 3s of 12xWG average per 18s cycle. I probably screwed up in the math somewhere so if someone could double check this, that would be great!

Last edited by Omen : 06/17/09 at 4:31 PM.

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Old 06/17/09, 12:51 PM   #1520
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
@ Omen

I think your theory is fairly good. In practice, since nearly all fights are pretty movement intensive, you won't probably maintain 18 rejuvs and a WG going at the same time.

But 15-16k is definitely achievable. Maybe even 18k. I clocked 13.3k effective healing on our last Hodir kill (really, really sloppy kill at that...) and I didn't use WG to the limit. I'll shoot for 15k next week.

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Old 06/17/09, 12:58 PM   #1521
Vazu
Don Flamenco
 
Vazu's Avatar
 
Night Elf Druid
 
Uldum
Originally Posted by Ezarg View Post
@ Omen

I think your theory is fairly good. In practice, since nearly all fights are pretty movement intensive, you won't probably maintain 18 rejuvs and a WG going at the same time.
So, 95% of my healing is Rejuvenation and Wild Growth.

All I do is Rejuv 5 people, Wild Growth, repeat. So it's not impossible at all. That's how a Druid should raid heal most hard modes.

Edit: ..and Rejuv/WG are both instant. So, I'm not sure why movement has anything to do with keeping them up, unless the person is bad.

Last edited by Vazu : 06/17/09 at 1:10 PM.

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Old 06/17/09, 4:10 PM   #1522
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Vazu View Post
So, 95% of my healing is Rejuvenation and Wild Growth.

All I do is Rejuv 5 people, Wild Growth, repeat. So it's not impossible at all. That's how a Druid should raid heal most hard modes.

Edit: ..and Rejuv/WG are both instant. So, I'm not sure why movement has anything to do with keeping them up, unless the person is bad.
Looking at your kill from May 20th, you don't do this yourself - 83 4T8 procs over 3:43 combat time.

Just saying that we're not machines.

Even if you do that, realistically a lot of your 4T8 proc will be just overheal. And you better be over your haste cap 100% of the time.

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Old 06/17/09, 5:11 PM   #1523
• malthrin
stalemate associate
 
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Blood Elf Paladin
 
Mal'Ganis
Just gonna quote myself from a couple months ago here:
Originally Posted by malthrin View Post
It's the consequences of Rejuv's effectiveness that are a problem. Let's start with the premise that gameplay should involve making decisions, rather than just mashing a rotation. In TBC, Lifebloom rolling was so effective that it usually accounted for the majority of a Druid's GCDs. This decision-less gameplay was seen by Blizzard as a bad thing, hence the addition of Nature's Splendor. Now Rejuv rolling threatens to push us into a static, decisionless rotation again. That is a bad thing; effective but brainless doesn't add up to fun, and it's not what Blizzard wants for us.
Originally Posted by Vazu View Post
So, 95% of my healing is Rejuvenation and Wild Growth.

All I do is Rejuv 5 people, Wild Growth, repeat. So it's not impossible at all. That's how a Druid should raid heal most hard modes.

Edit: ..and Rejuv/WG are both instant. So, I'm not sure why movement has anything to do with keeping them up, unless the person is bad.
Vindication!

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Old 06/17/09, 5:23 PM   #1524
Vazu
Don Flamenco
 
Vazu's Avatar
 
Night Elf Druid
 
Uldum
Originally Posted by Ezarg View Post
Looking at your kill from May 20th, you don't do this yourself - 83 4T8 procs over 3:43 combat time.

Just saying that we're not machines.

Even if you do that, realistically a lot of your 4T8 proc will be just overheal. And you better be over your haste cap 100% of the time.
(XT- Hard) 95% healing from Rejuv / WG: Wow Web Stats
(IC - Hard) 98% healing from Rejuv / WG: Wow Web Stats
(Hodir - Hard) 95% healing from Rejuv / WG: http://wowwebstats.com/1djiba64rhszm...80000002376578
(Kologarn) 94% healing from Rejuv / WG: Wow Web Stats

Those logs are all from last night, by the way. There are some fights where I use Regrowth a little. Usually when we are dealing with healing more than 3 tanks. For example I was keeping RG/Rejuv (more or less) on like 5 tanks last night when we did Crazy Cat Lady. But for the most part, literally 95% or so of what I cast is just Rejuv / WG.

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Old 06/17/09, 5:38 PM   #1525
sulliwan
Piston Honda
 
Murloc Druid
 
Al'Akir (EU)
Originally Posted by Vazu View Post
So, 95% of my healing is Rejuvenation and Wild Growth.

All I do is Rejuv 5 people, Wild Growth, repeat. So it's not impossible at all. That's how a Druid should raid heal most hard modes.

Edit: ..and Rejuv/WG are both instant. So, I'm not sure why movement has anything to do with keeping them up, unless the person is bad.
While blanket hotting is extremely effective, it's also extremely silly in most situations that are not first 2 phases of iron council or frozen blows during Hodir or Mimiron p2.
While hardmodes are raid damage intensive, it's usually not the overall raid damage that kills people, it's the bursts of increased damage that are usually predictable and giving up some of your hps output to make sure those people don't die is generally a good idea. First use the best tool you have to heal up the predictable damage, then fill in the rest of your time with blanket rejuves. For example, lifebloom on gravity bomb on XT will most likely lower your overall hps output, however it will bloom exactly when the person will need the heal the most. Same thing with regrowth+rejuve on rooted/furied people on Freya, keeping hots on tanks on almost any fight, etc.

As for how much like a machine you can play, looking at our last council during first 2 phases, I had 31 WG casts and 156 rejuve casts in 214sec for an effective hps of 10.5k and average casttime of 1.14sec. Since instants can not be queued, 1.14 is pretty close to the theoretical maximum I can get. Third phase I swapped from blanket hotting to keeping all hots up on tank+disruption soakers, which again, lowers your hps, however it increases the chances of people staying alive.

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Old 06/17/09, 5:50 PM   #1526
ithecho84
10bux
 
Tauren Druid
 
Maelstrom
Originally Posted by sulliwan View Post
While blanket hotting is extremely effective, it's also extremely silly in most situations that are not first 2 phases of iron council or frozen blows during Hodir or Mimiron p2.
While hardmodes are raid damage intensive, it's usually not the overall raid damage that kills people, it's the bursts of increased damage that are usually predictable and giving up some of your hps output to make sure those people don't die is generally a good idea. First use the best tool you have to heal up the predictable damage, then fill in the rest of your time with blanket rejuves. For example, lifebloom on gravity bomb on XT will most likely lower your overall hps output, however it will bloom exactly when the person will need the heal the most. Same thing with regrowth+rejuve on rooted/furied people on Freya, keeping hots on tanks on almost any fight, etc.

As for how much like a machine you can play, looking at our last council during first 2 phases, I had 31 WG casts and 156 rejuve casts in 214sec for an effective hps of 10.5k and average casttime of 1.14sec. Since instants can not be queued, 1.14 is pretty close to the theoretical maximum I can get. Third phase I swapped from blanket hotting to keeping all hots up on tank+disruption soakers, which again, lowers your hps, however it increases the chances of people staying alive.
Yes I believe the topic of blanket hotting has been covered in the past, either in this thread or another. While it is supremely effective at topping the healing meters, it provides little to no benefit to a group of people that are about to receive a burst heal via lifebloom, chain heal, prayer of healing, CoH anyways. You are much more useful providing heals to the melee while making sure the tank stays up as well.

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Old 06/17/09, 6:01 PM   #1527
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Vazu View Post
(XT- Hard) 95% healing from Rejuv / WG: Wow Web Stats
(IC - Hard) 98% healing from Rejuv / WG: Wow Web Stats
(Hodir - Hard) 95% healing from Rejuv / WG: Wow Web Stats
(Kologarn) 94% healing from Rejuv / WG: Wow Web Stats

Those logs are all from last night, by the way. There are some fights where I use Regrowth a little. Usually when we are dealing with healing more than 3 tanks. For example I was keeping RG/Rejuv (more or less) on like 5 tanks last night when we did Crazy Cat Lady. But for the most part, literally 95% or so of what I cast is just Rejuv / WG.
Impressive.

However, I was just commenting on your "you always get 15 people + 3 WGs" thing. Unfortunately WWS doesn't separate 4T8 procs from normal ticks so it's hard to estimate anything from the WWS stuff. I've had similar % numbers on a number of fights. Obviously this is very mana efficient, sustainable and high HPS approach - no question about that. I don't see any competitive strategy that can achieve and sustain +10k effective raid healing for any extended period of time.

Looks like the Hodir kill is the most consistent (well, there is the least surprise raid damage there, too). So let's assume that it was exactly according to 5 RJ + 1 WG plan (we can discount the two swiftmends over 3 min duration). I find the % breakdown interesting: 77% RJ, 19% WG - 4 to 1 ratio. According to the math above, theoretical ratio is 3 to 1 (so you'd be looking more at 75% to 25% or discounted for other procs, 72% to 24%). Since WG is a 1 sec hot, one would expect the opposite - WG stealing from RJ, not the other way around...

EDIT:

@ malthrin - IMO the whole point of 4T8 bonus is that people can make a rejuv blanket smarter than rejuv a group, hit WG, rejuv a group, hit WG. In fact, based on the above from Vazu's stats, constant rolling WG doesn't really make any sense. Constant rolling RJ does because of its long duration, but WG can be hit anytime it's actually necessary on people who actually need it instead of randomly smashing it in rotation, so for example you can hit it right before the start of frozen blows and then again, but by the 3rd time people should be pretty much maxed and RJ will take care of the aura damage just fine - WG would seem to be more of a waste of mana if nothing else.

Last edited by Ezarg : 06/17/09 at 6:26 PM.

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Old 06/17/09, 6:24 PM   #1528
Vazu
Don Flamenco
 
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Night Elf Druid
 
Uldum
Originally Posted by sulliwan View Post
While blanket hotting is extremely effective, it's also extremely silly in most situations that are not first 2 phases of iron council or frozen blows during Hodir or Mimiron p2.
While hardmodes are raid damage intensive, it's usually not the overall raid damage that kills people, it's the bursts of increased damage that are usually predictable and giving up some of your hps output to make sure those people don't die is generally a good idea. First use the best tool you have to heal up the predictable damage, then fill in the rest of your time with blanket rejuves. For example, lifebloom on gravity bomb on XT will most likely lower your overall hps output, however it will bloom exactly when the person will need the heal the most. Same thing with regrowth+rejuve on rooted/furied people on Freya, keeping hots on tanks on almost any fight, etc.

As for how much like a machine you can play, looking at our last council during first 2 phases, I had 31 WG casts and 156 rejuve casts in 214sec for an effective hps of 10.5k and average casttime of 1.14sec. Since instants can not be queued, 1.14 is pretty close to the theoretical maximum I can get. Third phase I swapped from blanket hotting to keeping all hots up on tank+disruption soakers, which again, lowers your hps, however it increases the chances of people staying alive.
I guess I really don't understand. If someone gets Gravity Bomb on XT, a Priest shields that person. Why would I LB? I'll throw a Rejuv on them as they run back, but Lifebloom isn't necessary. It's not BAD, but it's not like the person will die if I don't choose Lifebloom to heal them with. I think that's probably the biggest flaw in any arguement people make about how to heal. People always look at theoretical numbers and maximum HPS. How can I take this spell which isn't very effective and make an arguement about why YOU think it's good. See what I mean? Math only works in theory. Practice presents all kinds of different problems which you simply can't plan for with HPS math.

Regarding your other point on IC.

If a handful of people are soaking, are you only healing those soakers? Why wouldn't you just cast a HOT on every single GCD? Blanket hoting is only bad if you're running OOM. I can't remember how many soakers we have, but let's say there are 5 + 1 tank. Are you seriously going to just Rejuv 6 people, cast Wild Growth and then stand there? Why would you do that? Why not Rejuv the soakers, WG and then start throwing Rejuvs on other people? You use DoTimer don't you? Look at your bar for the first soaker. When that Rejuv runs out, re-apply it to all of them. It's not like nobody else in the raid is taking damage except for the tank and soakers. Everyone is taking damage pretty much. Why heal reactively? I'm a proactive healer. That's why I blanket cast hots. I think what you're implying is that I just randomly mash Rejuv on the entire raid, ignoring who might be most likely to take raid damage. Nothing could be further from the truth. I may blanket the raid with hots, but I'm doing it with a strategy.

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Old 06/17/09, 6:27 PM   #1529
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Vazu View Post
I guess I really don't understand. If someone gets Gravity Bomb on XT, a Priest shields that person. Why would I LB?
GBomb has 9 seconds duration - same as LB. If you instantly hit the person with GBomb with a LB - LB will bloom fractions of a second after the GBomb "blooms".

Whether the person dies or not depends on a lot of factors besides yourself.

Also, now I don't understand something: first you show examples why math is the king in your opinion, and then you say it doesn't make practical sense.

I think it makes perfect practical sense - if the math doesn't apply to some practice then it means that the model is flawed, not that the math is bad.

Also, if you do your job on a certain number of people, and then have some free time, I can think of at least one reason why you'd want to simply stand around: it makes you available to take care of stuff when things go south - both time and mana-wise. Although personally I'm also throwing hots on as many people as I can regardless of the fact that they may be full on health. I believe that this is how druids take care of stuff when the things go south - prehot before the things go south.

Last edited by Ezarg : 06/17/09 at 6:37 PM.

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Old 06/17/09, 6:34 PM   #1530
Jurik
Von Kaiser
 
Night Elf Druid
 
Kel'Thuzad
Unfortunately, if they get shielded, the LB bloom will do very little healing because most of the damage would have already been mitigated. So, if you have a Disc priest assigned to shielding XT's damage target, you're better off just ensuring he has an active rejuv, unless during a tantrum.

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