Elitist Jerks
Register
Blogs
Forums


Go Back   Elitist Jerks » Class Mechanics » Druids

Closed Thread
 
LinkBack Thread Tools
Old 02/24/09, 5:21 PM   #406
Logros
Von Kaiser
 
Troll Druid
 
Illidan
EDIT: ignore below, playered did a real test and answered our worries.




The patch notes say that living seed now uses our INEFFECTIVE amount.

He healed for 100% overheal, 100% ineffective, so according to the patch notes, of course it's the full amount and his math is correct.


The worry is that it isn't based off total heal, just ineffective. We need to see heals that are partially effective/partially overheal, and if the seed is still based off the TOTAL heal amount (and not how much was effective like now, or how much was ineffective like the notes seem to indicate) we're ok.

His test confirmed that the patch note is correct, but it didn't confirm whether it's a typo or not and whether we're all getting what we want.

Offline
Old 02/24/09, 5:30 PM   #407
Norfair
Piston Honda
 
Norfair's Avatar
 
Night Elf Druid
 
Grim Batol (EU)
Originally Posted by Logros View Post
EDIT: ignore below, playered did a real test and answered our worries.




The patch notes say that living seed now uses our INEFFECTIVE amount.

He healed for 100% overheal, 100% ineffective, so according to the patch notes, of course it's the full amount and his math is correct.


The worry is that it isn't based off total heal, just ineffective. We need to see heals that are partially effective/partially overheal, and if the seed is still based off the TOTAL heal amount (and not how much was effective like now, or how much was ineffective like the notes seem to indicate) we're ok.

His test confirmed that the patch note is correct, but it didn't confirm whether it's a typo or not and whether we're all getting what we want.
"I healed myself for 4k with 1.7k overheal Nourish."

Granted, the wording isn't perfect, but I really don't get how you get "100% overheal" from that sentence. Even if you didn't get it right away, at least go figure that a 1.7k Living Seed can only come from a 5.7k heal, which should make it clear that I meant 4k effective healing and 1.7k overhealing on Nourish.


Netherlands Offline
Old 02/24/09, 5:33 PM   #408
Paininabox
Piston Honda
 
Paininabox's Avatar
 
Night Elf Druid
 
Runetotem
This is a communication failure from mmo-champion. The notes on the third party site state, "Living Seed: This talent now accounts for your ineffective healing, rather than effective" which indicates that the seed is 30% of overheal whereas the official patch notes state, "Living Seed: This talent now accounts for total healing including overhealing" which indicates that living seed is 30% of the total crit heal regardless of overhealing/effective healing. This is supported by BOTH Nofair and Playered. Nofair's test had both overhealing and effective. The moral of the story: third party sites are not always accurate.

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

Offline
Old 02/24/09, 6:00 PM   #409
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
Currently, Wild Growth isn't included on Revitalize's tooltip, but it is affected by it now. Each 1s tick can proc, I saw a few back-to-back ones. Both Rejuv and WG can proc Revitalize at 100% hp. It's nice, but I'm thinking I would rather put those points into Tranquil Spirit now.

Offline
Old 02/24/09, 6:09 PM   #410
Playered
Soda Popinski
 
Playered's Avatar
 
Tauren Druid
 
Twisting Nether (EU)
Originally Posted by ttyl View Post
Currently, Wild Growth isn't included on Revitalize's tooltip, but it is affected by it now. Each 1s tick can proc, I saw a few back-to-back ones. Both Rejuv and WG can proc Revitalize at 100% hp. It's nice, but I'm thinking I would rather put those points into Tranquil Spirit now.
I do not think you realize just how incredibly overpowered the Wild Growth aspect of Revitalize is at the current % (same as RJ?)
I want it nerfed as soon as possible because it will put us in a situation where we are 'forced' to use Wild Growth on cooldown every cooldown AoE damage or not.

Something like 15% on RJ/RG and 5% on Wild Growth (and possibly Lifebloom too) would be a much better situation to be in as it turns things back to "perk of using ability x when needed" rather than "reason to use ability x as often as possible".

Great Britain Offline
Old 02/24/09, 6:30 PM   #411
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
Originally Posted by Playered View Post
I do not think you realize just how incredibly overpowered the Wild Growth aspect of Revitalize is at the current % (same as RJ?)
Personally, I'm just not a fan of procs while healing. I like steady/controllable bonuses. But, yeah, it could create some gross situations of stacking Trees just to roll as many WGs on the DPS as possible. Perhaps a higher % but with a shared ICD on the target?

Off-topc: Our t8 is awesome.

Offline
Old 02/24/09, 6:52 PM   #412
Dey
Glass Joe
 
Dey's Avatar
 
Tauren Druid
 
Twisting Nether (EU)
Originally Posted by ttyl View Post
it could create some gross situations of stacking Trees just to roll as many WGs on the DPS as possible. Perhaps a higher % but with a shared ICD on the target?
I doubt there will be stacking. Maybe druids stacking sounds good for progress fights (Rebirth/Innervates) but Wild Growth revitalize being the reason for it is far from reasonable. The power regen from this ability is not huge for some DPS and it can't be controlled sometimes (pets/minions), plus, Wild Growth isn't a cheap ability to use, specially considering the new mana changes.

I hope they completely redesign Replenish, and give us something like they gave warlocks; a chance to crit with our hots, probably something based on our current crit so it doesn't sounds like an OP talent.

Offline
Old 02/24/09, 7:20 PM   #413
Lord BEEF
Soda Popinski
 
Lord BEEF's Avatar
 
Tauren Druid
 
Mal'Ganis
If left at the current rate, each wild growth cast will get on average, 105% of the revitalize effect. With the glyph, this can hit six people.

If used on six casters with mana pools of 20,000, this would restore an average total of 1260 mana, more than the cost of the actual spell. Distrubuted among 6 players of course.

Doesn't quite seem right.

Revitalize on live, on rejuvenation gives you 90% of the revitalize effect on a single target. With wild growth, it gets about 7x the total effect.

I would think it would make more sense to have rejuvenation be 20-25% per tick, and wild growth be 5%. Something like that.


edit: At the risk of having a thousand posts just saying "I'll use x, y, and z glyph" I will say the new restoration glyphs make for some interesting choices.

Essentially I'll have four glyphs: Swiftmend, Regrowth, Wild Growth, and Nourish glyphs competing for three slots. Others may value the lifebloom glyph as well.

I doubt I could live without swiftmend, Regrowth, wild growth, and nourish glyphs are all nearly 20% situational boosts to the respective spells. I think it would all come down to the content I'm doing. A sixth target on wild growth may not be terribly useful in a 10 man for example.

Offline
Old 02/24/09, 8:11 PM   #414
Arentios
Wisdom as dump stat
 
Arentios's Avatar
 
Tauren Druid
 
Lightning's Blade
I can actually see ending up with two resto specs using the dual spec system just to cover two different glyph combinations for different encounter styles. We have Nourish/Regrowth/Wild Growth/Innervate/Lifebloom/Swiftmend for potentially very useful glyphs. There's a significant amount of headache trying to pick just three for general use.

United States Offline
Old 02/24/09, 8:22 PM   #415
Rijndael
Don Flamenco
 
Rijndael's Avatar
 
Dwarf Priest
 
Proudmoore
Originally Posted by Lord BEEF View Post
I doubt I could live without swiftmend, Regrowth, wild growth, and nourish glyphs are all nearly 20% situational boosts to the respective spells. I think it would all come down to the content I'm doing. A sixth target on wild growth may not be terribly useful in a 10 man for example.
I am having a hard time seeing why one would want the Regrowth and Nourish glyphs together such that one would get substantial use out of both -- they seem almost mutually exclusive.

edit: 6th WG target would work well with Revitalize, obviously (even if it's nerfed to 5% chance per WG tick, as it should).

Last edited by Rijndael : 02/25/09 at 3:21 AM.

Offline
Old 02/24/09, 8:27 PM   #416
Thessaly
Piston Honda
 
Night Elf Druid
 
Kargath
Originally Posted by Arentios View Post
I can actually see ending up with two resto specs using the dual spec system just to cover two different glyph combinations for different encounter styles. We have Nourish/Regrowth/Wild Growth/Innervate/Lifebloom/Swiftmend for potentially very useful glyphs. There's a significant amount of headache trying to pick just three for general use.
We haven't seen the item that Inscription will produce to allow on the fly Dual spec changes, but considering you can do it at a Lexicon of Power in town, it's not outside the realm of possibility that the item will also allow Glyph changes in the field, allowing people to use Glyphs more like consumables.

Offline
Old 02/24/09, 9:29 PM   #417
Merendel
Von Kaiser
 
Night Elf Druid
 
Moonrunner
Originally Posted by Thessaly View Post
We haven't seen the item that Inscription will produce to allow on the fly Dual spec changes, but considering you can do it at a Lexicon of Power in town, it's not outside the realm of possibility that the item will also allow Glyph changes in the field, allowing people to use Glyphs more like consumables.
In the current incarnation of dual spec it is just a 5s cast time and does not require a lexicon. Apparently the mobile lexicon is still up in the air if they plan to keep it. Blue post source

Offline
Old 02/25/09, 2:38 AM   #418
Nitz
Don Flamenco
 
Nitz's Avatar
 
Draenei Shaman
 
Ysondre (EU)
The main glyphs, in the current state, would be Swiftmend (which I think is pretty much mandatory, especially if you have more than one restoration druid in your raid), Regrowth, Nourish, Wild Growth, Lifebloom and Innervate (on very mana constrained encounters maybe ?). Regrowth and Nourish I find pretty antithetical and will be mainly used on a tank healing assignment. Wild Growth is pretty straightforward, and will be used for any encounter where raid damage outweighs tank damage. I personnally like Lifebloom but it's the one that I think we will free us from. Innervate on very constrained mana situation maybe, the maths will decide the fall or the rise of this one.

All in all, I'm pretty happy with what they did so far, if I don't glance at priests' changes too much.

France Offline
Old 02/25/09, 6:25 AM   #419
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
The choice of glyphs depends on what your role is, as dictated by raid composition and the encounter. Barring exteme cases, I don't really see druids as spamming a tank constantly. The classic healing method is hot cushion on the tanks and raid healing the rest of the gcds. As such, my default glyphs will probably be lifebloom and WG, both of which support the raid healer approach. Swiftmend will probably stay as well since our healing is so gcd-dependent. The nourish glyph, on the other hand, looks strong in theory but I don't feel like it supports what I do in raids normally.
I do hope glyph switching in the field will be implemented. Switching to the nourish glyph, especially if it stacks with the 4t7 bonus (my guess is that it doesn't, but we'll see), is situationally very powerful. I probably won't waste my off-spec on it, though, as being able to switch to a different role althogether with a click on a button sounds more attractive. I'm still not sold on nourish as a raid heal. The gain you get from NG is minimal and having 40+ % crit on both nourish and RG means that the casting time will be pretty close a lot of the time.

Offline
Old 02/25/09, 7:12 AM   #420
Norfair
Piston Honda
 
Norfair's Avatar
 
Night Elf Druid
 
Grim Batol (EU)
Originally Posted by Fallenangel View Post
The choice of glyphs depends on what your role is, as dictated by raid composition and the encounter. Barring exteme cases, I don't really see druids as spamming a tank constantly. The classic healing method is hot cushion on the tanks and raid healing the rest of the gcds. As such, my default glyphs will probably be lifebloom and WG, both of which support the raid healer approach. Swiftmend will probably stay as well since our healing is so gcd-dependent. The nourish glyph, on the other hand, looks strong in theory but I don't feel like it supports what I do in raids normally.
I do hope glyph switching in the field will be implemented. Switching to the nourish glyph, especially if it stacks with the 4t7 bonus (my guess is that it doesn't, but we'll see), is situationally very powerful. I probably won't waste my off-spec on it, though, as being able to switch to a different role althogether with a click on a button sounds more attractive. I'm still not sold on nourish as a raid heal. The gain you get from NG is minimal and having 40+ % crit on both nourish and RG means that the casting time will be pretty close a lot of the time.
Blizzard has stated that in order to use dual spec, players should use a Lexicon of Power, which can be created by inscribers and used by anyone. Therefore it is safe to assume that changing glyphs in the field will be a possiblity.


Netherlands Offline
Closed Thread

Go Back   Elitist Jerks » Class Mechanics » Druids

Thread Tools