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Old 04/29/09, 12:28 PM   #1151
Paininabox
Piston Honda
 
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Night Elf Druid
 
Runetotem
Originally Posted by Ezarg View Post
So the point is that if this is BiS for druids by say a margin of 5%, then it's going to be BiS for pallies by a margin of 20% based on the proc alone, not counting other stats, and it doesn't require figuring out how exactly it works to come to that conclusion. And the auxiliary stats push that even further.
The problem with this statement is that you, without knowledge whatsoever of how the proc actually works, use your conclusion (pallies benefit more) as a premise to prove that pallies benefit more. This is circular reasoning, which is bad. Hence, the reason why your argument doesn't rely on knowing the actual proc mechanics is that you've decided ahead of time that the proc decidedly favors the paladins. Until we know how the proc works out, no conclusion can be reached, pure and simple. This isn't to say that you cannot make guesses, but the vast majority of people are stating it like it's known and "obvious" that the pallies get the most out of it. I just want to remind people that you're just guessing.

It's amazing how many people are willing to make dubious conclusions in some kind of hurry to categorize and theorycraft this thing. I'd rather wait and see to theorycraft correctly rather than theorycrafting for the sake of theorycrafting it. I feel sorry for the healers that get denied the mace because someone decided that it sucks for their class based on flimsy logic.

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

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Old 04/29/09, 1:02 PM   #1152
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Paininabox View Post
The problem with this statement is that you, without knowledge whatsoever of how the proc actually works, use your conclusion (pallies benefit more) as a premise to prove that pallies benefit more. This is circular reasoning, which is bad. Hence, the reason why your argument doesn't rely on knowing the actual proc mechanics is that you've decided ahead of time that the proc decidedly favors the paladins. Until we know how the proc works out, no conclusion can be reached, pure and simple. This isn't to say that you cannot make guesses, but the vast majority of people are stating it like it's known and "obvious" that the pallies get the most out of it. I just want to remind people that you're just guessing.

It's amazing how many people are willing to make dubious conclusions in some kind of hurry to categorize and theorycraft this thing. I'd rather wait and see to theorycraft correctly rather than theorycrafting for the sake of theorycrafting it. I feel sorry for the healers that get denied the mace because someone decided that it sucks for their class based on flimsy logic.
While I agree with this, the problem on hand is that guilds have to figure out what to do with the shards. And we aren't given any data besides a few vague statements, auxiliary weapon stats, and a cryptic proc description. So, second-guessing and pseudo-theorycrafting is the only benefit "analysis" anyone can do right now. And my personal problem is simple - do I want this or should I rather try to get something else instead? And everything I've seen so far makes me lean towards getting something else and getting maybe some brownie points in the guild for not actually wanting it. In any case, looking at the description and the stats, I don't think any druids should be angry about any guild giving it to any other healer first - it's not like they are gonna bestow it on a hunter anyway.

The main difference between this and say a legendary bow is that usually there is only a couple hunters, but there are seven to ten healers that may be competing for this mace. So guilds have to policy this competition somehow otherwise things can get pretty bloody.

Last edited by Ezarg : 04/29/09 at 1:07 PM.

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Old 04/29/09, 1:05 PM   #1153
Melador
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Troll Druid
 
Mal'Ganis
I'd rather wait and see to theorycraft correctly rather than theorycrafting for the sake of theorycrafting it.
I would too, but since we all have to decide who it's going to before we know how it works (thanks for that, Blizzard!), we pretty much have to try to reason out the most likely way for it to work.

Reading over the buff again, it appears that heals you cast will have a chance to proc a buff on you that will cause your heals, for 15 seconds, to put at 15% shield on everyone you heal.

So let's assume that HoTs will cause this shield along with direct heals, since it doesn't say "direct healing" explicitly.

It's also reasonable to assume that these shields don't self-stack, since we've never seen a buff that stacks when the value of each stack is different -- that is, we've never seen a buff with a stack of, say, 3 where the first stack was a shield of 40 from a LB tick, the second stack is a shield of 200 from a rejuv tick, and the third is a shield of 400 from a Nourish. I'm pretty sure WoW's buff system doesn't support that kind of thing.

Lets also assume that the shield buff can be overwritten, but only when the shield is more powerful than the existing shield buff, since we have precedent of buffs working that way -- "a more powerful spell is already active", etc. So for any interval between damage events, the recipient will end up with the highest shield value of any heal cast on them.

Given all that, I can see how this mace might be decent for druids. Throwing rejuvs around the raid would result in lots of little auto-refreshing 300-damage shields on people, WG would put up 100-damage shields on a bunch of people, etc. Of course all those shields are wasted if the people aren't taking any damage, but I could see that being a pretty nice bit of extra effective healing.

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Old 04/29/09, 1:11 PM   #1154
red
Piston Honda
 
Tauren Druid
 
Laughing Skull
What if it turns out to be better for elemental shaman? Since obviously the wording of the tooltip is totally meaningless, and it's possible that the proc will actually give 1000 spellpower to damage spells. Even wagering a guess at its true behavior is stupid.

People aren't just making random guesses at the way it works just because they're bored. Guilds have to make decisions NOW on who gets it, and the only thing to go on is the tooltip and stats. It's kind of a stretch to interpret the tooltip in a way that makes it as good for druids as the other healers. Is it possible it will work in favor of druids? Yes. Is it possible Blizzard will change the way it works to try and keep it even? Yes. It's also possible it will be best for elemental shaman. It just doesn't seem very likely right now, based on the limited information we have to go on.

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Old 04/29/09, 1:17 PM   #1155
Oktan
Von Kaiser
 
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Tauren Druid
 
Blackhand
Originally Posted by Paininabox View Post
It's amazing how many people are willing to make dubious conclusions in some kind of hurry to categorize and theorycraft this thing. I'd rather wait and see to theorycraft correctly rather than theorycrafting for the sake of theorycrafting it. I feel sorry for the healers that get denied the mace because someone decided that it sucks for their class based on flimsy logic.
I don't think you're being very practical. I would guess that the vast majority of these shards are going to the guild's best healers, which is a good thing. In the other cases, where it comes down to 2-3 healers who can't decide, then they will probably just roll for it-- which is fine. However, those who don't wish to have a roll off must make a very tough choice. Those who choose to theorycraft it out, based on the limited knowledge available, can't be faulted. They're only able to use the tools that are available to them now. You can't bank the shards and decide on it later once more is known.

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Old 04/29/09, 2:23 PM   #1156
Lexer
Glass Joe
 
Oakhorn
Tauren Druid
 
No WoW Account (EU)
Originally Posted by Melador View Post
It's also reasonable to assume that these shields don't self-stack, since we've never seen a buff that stacks when the value of each stack is different -- that is, we've never seen a buff with a stack of, say, 3 where the first stack was a shield of 40 from a LB tick, the second stack is a shield of 200 from a rejuv tick, and the third is a shield of 400 from a Nourish. I'm pretty sure WoW's buff system doesn't support that kind of thing.
Doesn't discipline priests' Divine Aegis effect stack after 3.1?

For HoTs it would be a very strong effect if the shield works similarly by heals strengthening the shield, but including all healing and not only critical hits like the discipline talent.

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Old 04/29/09, 2:34 PM   #1157
SkagasmAddict
Von Kaiser
 
Night Elf Druid
 
Altar of Storms
I do feel this line of discussion is getting less constructive and generally tiresome, but...

Originally Posted by Melador View Post
It's also reasonable to assume that these shields don't self-stack, since we've never seen a buff that stacks when the value of each stack is different.
This reasonable assumption is not true. Ignites have been self-stacking (though often poorly) for awhile. If the shields don't self-stack I think it's reasonable to avoid giving it to druid healers though that would also make Ghostcrawler's "(even for druids)" a borderline lie.

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Old 04/29/09, 2:52 PM   #1158
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by SkagasmAddict View Post
This reasonable assumption is not true. Ignites have been self-stacking (though often poorly) for awhile. If the shields don't self-stack I think it's reasonable to avoid giving it to druid healers though that would also make Ghostcrawler's "(even for druids)" a borderline lie.
Well, if they do stack, there would have to be some kind of limit on duration and/or total absorb value. Otherwise I'll take that mace and sit outside of the encounter for 5 minutes stacking some impossible shield on the tank - and if it procs off overhealing HoT ticks, all that it will take to stack a pretty significant shield is to keep full set of hots and spam some nourish for a while. Since none of that is mentioned anywhere, I'm guessing there is some internal cooldown which would make that sort of approach not viable, or the proc chance is low enough that you can't realistically do that (and in both cases this whole shield stacking concept is pretty moot to start with).

Also, I don't think the proc is a self-buff: it would have to mention two timers in the tooltip - 1) how long the buff will last, 2) how long the shield will last.

Last edited by Ezarg : 04/29/09 at 2:59 PM.

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Old 04/29/09, 3:02 PM   #1159
Orin
Von Kaiser
 
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Night Elf Druid
 
Twisting Nether
Has anyone with the 4pc T8 bonus tested the [Glyph of Rejuvenation] to see if it is actually working off the initial heal? The only Druid in my guild with the bonus forgot to get and test the glyph last night, so I wasn't able to compare any numbers in our WWS reports.

I did find however that in week 1 of Ulduar I was able to show 2% to 4% of my healing on any given boss fight was done by the Glyph of Rejuv. Week 2 I switched to Nourish, but as a raid healer I rarely used it to any great effect, nowhere near the 2% I minimum I was seeing from Week 1's Glyph of Rejuv numbers. Now fr Week 3 and all these nerfs are occurring, the first bunch of bosses in Ulduar last night only showed 1% and rarely 2% of my healing done by the glyph. I intentionally dropped the Nourish glyph and focused on better use of my HoTs (Rejuv/WG/Regrowth + SM and NS+HT) to do my healing.

I figure there are a few reasons the healing from the Glyph of Rejuv is going down overall, the raid is either taking less damage that drops them below 50% (see recent nerf lists). Or maybe my fellow healers are warming up to the content now and are healing it better and keeping people topped off higher so they don't dip down as often. I'm leaning towards the raid nerfs though as being the reason.

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Old 04/29/09, 3:18 PM   #1160
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Orin View Post
Has anyone with the 4pc T8 bonus tested the [Glyph of Rejuvenation] to see if it is actually working off the initial heal? The only Druid in my guild with the bonus forgot to get and test the glyph last night, so I wasn't able to compare any numbers in our WWS reports.
Nope, it doesn't:
Resto (PvE) Healing Discussion

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Old 04/29/09, 3:56 PM   #1161
Melador
Soda Popinski
 
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Troll Druid
 
Mal'Ganis
Originally Posted by Ezarg View Post
Also, I don't think the proc is a self-buff: it would have to mention two timers in the tooltip - 1) how long the buff will last, 2) how long the shield will last.
It's clearly a self buff, the effect is "Your magical heals provide the target with a shield that absorbs damage equal to 15% of the amount healed for 15 sec."

Good point about Divine Aegis -- it very well could work exactly like that, stack and capping out at 125*level absorbed.

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Old 04/29/09, 4:19 PM   #1162
Paternoster
Glass Joe
 
Tauren Shaman
 
Sen'jin (EU)
Originally Posted by Melador View Post
It's clearly a self buff, the effect is "Your magical heals provide the target with a shield that absorbs damage equal to 15% of the amount healed for 15 sec."

Good point about Divine Aegis -- it very well could work exactly like that, stack and capping out at 125*level absorbed.
What do you mean with "125*level absorbed"?

Also it could have no ICD like TF, which, from my observation, could procc back2back in the early days - though I don't know if Theorycrafting from that time would have contradicted my observation Anyways, as long as nobody found out the mechanics I'd prioritize like
1. Give it to your best/honored/most beloved healer
2. If you have more than one that clearly outshone - let them decide.
3. If they don't agree, let them roll.
4. Disenchant

/edit: Deleted content created through misunderstanding

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Old 04/29/09, 4:40 PM   #1163
Melador
Soda Popinski
 
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Troll Druid
 
Mal'Ganis
Originally Posted by Paternoster View Post
What do you mean with "125*level absorbed"?
From the 3.1 patch notes: Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.

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Old 04/29/09, 4:42 PM   #1164
Merendel
Von Kaiser
 
Night Elf Druid
 
Moonrunner
Originally Posted by Debeljko View Post
Hello guys
I would like to ask something about Wild Growth!
I noticed that it is buged (atleast i think it is) and i will try to explain how:
In most of the fights as a target i have an enemy target (boss since i am only PvE based) and if happens that target is out of range from some reason i cant cast wild growth, it keep says "out of range"! I didnt had this problem before Ulduar patch, i updated all my addons but its still the same!
Does any of you guys have same problem or i missed something?
Wild growth is currently bugged and does not recognize mouseover style targeting. It instead always tries to cast on your current target or if you have no target it will cast on yourself if you have auto self targeting enabled. This effects addons such as clique because it still uses the secure mouseover api blizzard provides. As a temporary workaround for clique edit the your WG button and tell it to use a macro instead. Enter this as the macro.
/target [target=mouseover]
/cast Wild Growth
/targetlasttarget
There was another macro posted on the official forums but this is what I've been using since 3.1 and it works.

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Old 04/29/09, 5:00 PM   #1165
Ezarg
Von Kaiser
 
Tauren Druid
 
Uldum
Originally Posted by Melador View Post
From the 3.1 patch notes: Divine Aegis: Divine Aegis effects will now stack, however the amount absorbed cannot exceed 125*level (of the target). It will also now take into account total healing including overhealing.
I think you're right - this does look exactly like Divine Aegis. The exact wording from the mace is:

Your healing spells have a chance to cause Blessing of Ancient Kings for 15 seconds allowing your heals to shield the target absorbing damage equal to 15% of the amount healed.
To compare, here is Divine Aegis:
Critical heals provide a protective shield on the target, absorbing X% of the amount healed. Lasts 12 seconds.
The shield duration is missing, but I'd assume that it's going to be somewhere between 10 to 15 seconds - there are some trinkets giving shields and they all seem to have pretty short duration.

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Old 04/29/09, 8:02 PM   #1166
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
I think a large factor in who Val'anyr will be best for is how many heals per minute each spec does (which is very encounter dependant). Even with an ICD, and especially if it doesn't have an ICD, the healer that heals the most often will have the greatest uptime on the proc. But, when the proc is up, the healer with the largest hps will benefit the most. Also, you have to consider which healer has the greatest chance that their shields will be used.

In a theoretical encounter with heavy tank and raid damage, where no HoT tick was 100% overheal, and assuming any healing/PW:S done could proc the buff (am I missing anything?):

Paladins do 23 heals every 3 seconds (12 from 2xHL+Glyph, 2x from Beacon, 9 ticks from Judgement of Light). [Looked at some random Saph kills on WWS and JoL seemed to average 2-4 ticks/second in 25 mans]
Druids do 25 every 3 seconds (18 WG ticks, 3 LB ticks, 3 RJ ticks, 1 from RG).
Shamans do 12.5 every 3 seconds (6 from 1.5x CH, 1 Earth Shield tick, 0.5 from casting Riptide, 2 Riptide ticks, 3 Earthliving ticks.)
Holy Priests do 11 every 3 seconds (3 from CoH, 2 PoM bounces, 5 from PoH, 1 Renew tick) [Could add 5 ticks from Glyph of PoH, but I haven't seen a Holy Priest using it?]
Disc Priests do 7.5 every 3 seconds (1.5 from Penance, 2.5 from PW:S, 2.5 from PW:S Glyph)

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Old 04/29/09, 9:00 PM   #1167
Eledhwen
Glass Joe
 
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Night Elf Druid
 
Hyjal
My strategy/rotation discussion

Just thought I would post my rotation/strategy for healing for future Resto Druids and for anyone who would like to offer input. If anyone has something to add please feel free. Just for the record, if you'd like to pick apart the way I heal I'm fine with that too. Worthy of noting, most of my gear is i187 or less at this time AND this is strategy for 5-man only as I haven't raided yet.

Current rotation/strategy:

Main Tank

1) RJ (to allow for fast SM if needed for spike damage)
2) RG (before Heroics these first two heals were all I needed to keep tank topped off most of the time - yes very boring)
3) LB, LB, LB (found to be necessary for at least the beginning of mob fights on Heroic, some boss fights on Normal, and mandatory for boss fights on Heroic.)
4) SM as needed (usually when tank health is at or around 50%)
5) Nourish (if RG is active and SM and NS are on CD)
6) NS/HT as needed (since NS has a 3 min CD I reserve its use for relative emergencies usually at or around 30% tank health depending on the fight)
7) BS/TQ as needed (since TQ has a 6 min CD [glyph] I use it when tank is at or around 20% health depending on the fight and only when SM and NS are on CD)

Party Members (as needed and only if tank is okay)

1) RJ (to allow for fast SM if needed for spike damage)
2) RG (cast at or around 75% only if agro'd)
3) WG (if multiple party members are taking small damage otherwise I'll roll RJ on all [preparing SM] and/or RG if time and depending on fight)
4) SM (usually when health is at or around 50%)
5) Nourish (if RG is active and SM is on CD)
6) NS/HT (since SM has a 3 min CD I would only use this on a non-tank if I knew tank would not need in the next 3 min - yeah.. hardly ever)
7) BS/TQ (since TQ has a 6 min CD [glyph] I use it when multiple party members are at or around 30% health depending on the fight)

Note on Tranquility: If available, I like to use this at the VERY end of boss fights (especially final boss) because the bosses seem to like to go out with a bang. If even one player is at 50% or below I use TQ BECAUSE if your TQ is available when the boss is at 5% there is NO REASON you can't pop this for your team (assuming you're TQ glyphed for 6 min CD or at final boss.) You won't be at the next boss fight in the next 6 minutes and you won't need the mana because the boss will fall while you're channeling TQ. I've never grouped with another healer that did this and we usually have dead players who can't really enjoy the boss going down. When I'm DPS'g for other healers I am usually dead when the boss spikes their damage at the end, and it's not that satisfying to be dead when the boss goes down, so I try to keep everyone in there so they can /cheer when the boss falls.

I heal in this order of importance:
1) Tank and Myself
2) Everyone else (I try really hard to heal everyone regardless but if tank or myself are taking serious damage forget it)
3) Pets (only when really bored and full o' mana)

Note on Nourish: Assuming SM and NS are on CD I think this spell is useful for healing non-tank party members in between refreshing HoTs on tank because as some have said even an extra second on LB works wonders so the extra second (or more) that you can refocus on the tank after topping others off is important. I'll admit though, I'd love to exchange this spell for say a better Wild Growth.

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Old 04/30/09, 1:36 AM   #1168
Daisil
Von Kaiser
 
Blood Elf Priest
 
Illidan
I recently acquired the t8.5 4 piece set bonus. Looks like the initial rejuvenation heal is ~1800 (dependent on spellpower. Scales with spellpower). Unbuffed with just my gear on (~2400 sp in tree), it heals for 1559-1560. Essentially you can spam just this and get the 1560 heal each time you cast it.

If there are anyone who wants to number crunch/needs more data feel free to PM me and I'll see what I can do.

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Old 04/30/09, 2:33 AM   #1169
Celeras
Von Kaiser
 
Tauren Druid
 
Garithos
Originally Posted by Melador View Post
Given all that, I can see how this mace might be decent for druids. Throwing rejuvs around the raid would result in lots of little auto-refreshing 300-damage shields on people, WG would put up 100-damage shields on a bunch of people, etc. Of course all those shields are wasted if the people aren't taking any damage, but I could see that being a pretty nice bit of extra effective healing.
The shield is going to be based of the full duration amount of the HoT, mark my words. Blizzard specifically stated it would be equally good for all casters, they wouldnt be stupid enough to make it proc off one tick of a HoT when an entire class revolves around them.

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Old 04/30/09, 4:46 AM   #1170
Burasuka
Von Kaiser
 
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Night Elf Druid
 
Bronzebeard (EU)
Originally Posted by Merendel View Post
Wild growth is currently bugged and does not recognize mouseover style targeting. It instead always tries to cast on your current target or if you have no target it will cast on yourself if you have auto self targeting enabled. This effects addons such as clique because it still uses the secure mouseover api blizzard provides. As a temporary workaround for clique edit the your WG button and tell it to use a macro instead. Enter this as the macro.
/target [target=mouseover]
/cast Wild Growth
/targetlasttarget
There was another macro posted on the official forums but this is what I've been using since 3.1 and it works.

I don't know if its based on some UI settings but during fights mobs target themselves whitout any action from me. It's particularly annoying during fight with Razorscale when he lifts into air, wow targets him and because of this bug i can't use WG - i get out of range message. I need to untarget him and than i can cast WG normally.
Does any one know how to solve this problem for Healbot users?

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Old 04/30/09, 5:43 AM   #1171
Fallenangel
Don Flamenco
 
Tauren Druid
 
Chromaggus (EU)
Originally Posted by Burasuka View Post
I don't know if its based on some UI settings but during fights mobs target themselves whitout any action from me. It's particularly annoying during fight with Razorscale when he lifts into air, wow targets him and because of this bug i can't use WG - i get out of range message. I need to untarget him and than i can cast WG normally.
Does any one know how to solve this problem for Healbot users?
Pretty simple fix - don't cast WG on Razorscale since it's really not suited for it.

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Old 04/30/09, 5:52 AM   #1172
isonicq
Glass Joe
 
Shadows
Human Rogue
 
No WoW Account
Originally Posted by Burasuka View Post
I don't know if its based on some UI settings but during fights mobs target themselves whitout any action from me. It's particularly annoying during fight with Razorscale when he lifts into air, wow targets him and because of this bug i can't use WG - i get out of range message. I need to untarget him and than i can cast WG normally.
Does any one know how to solve this problem for Healbot users?
I believe you only target him automatically (if you have no current target) when he's about to cast a Fireball or Devouring Flame on you. In the case of the latter, it's your cue to move, in the former, it's a warning to prepare to heal yourself. Either way, this works the same as any other mob or player. If you have no mob selected, and you aggro some mob, you will automatically target it. If an enemy player starts to cast an offensive spell on you, you will likewise automatically target him/her if you have no current target.

A simple solution for healbot users would be to keep yourself targeted and place Razorscale in a focus frame.

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Old 04/30/09, 6:01 AM   #1173
grimtage
Von Kaiser
 
grimtage's Avatar
 
Night Elf Druid
 
Dragonblight (EU)
Originally Posted by Merendel View Post
Wild growth is currently bugged and does not recognize mouseover style targeting. It instead always tries to cast on your current target or if you have no target it will cast on yourself if you have auto self targeting enabled. This effects addons such as clique because it still uses the secure mouseover api blizzard provides. As a temporary workaround for clique edit the your WG button and tell it to use a macro instead. Enter this as the macro.
/target [target=mouseover]
/cast Wild Growth
/targetlasttarget
There was another macro posted on the official forums but this is what I've been using since 3.1 and it works.
Whilst it's true that Wild Growth is bugged, it's also bugged in a friendly way. If you click on someone out of range, and mouse-over yourself and cast Wild Growth, I think it hits both targets. I'm yet to replicate this in a controlled environment, but *many* times I've seen my Wild Growth on people WELL over 30 yards apart from either my target or the person I mouse-overed, let alone 15 yards, during heroics, 10man raids and 25man raids. I'm yet to fully convince myself of this, but I've done it by accident so many times and looked back, and one thing has always been true - it's hit my target and the people around my mouse-over target.

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Old 04/30/09, 7:04 AM   #1174
Burasuka
Von Kaiser
 
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Night Elf Druid
 
Bronzebeard (EU)
Originally Posted by Fallenangel View Post
Pretty simple fix - don't cast WG on Razorscale since it's really not suited for it.
Not the kind of answer i would expect from user of this forum... but thx anyway,

A simple solution for healbot users would be to keep yourself targeted and place Razorscale in a focus frame.
I'm not sure if my target wont switch anyway i have to check it out, thanks for tip

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Old 04/30/09, 8:52 AM   #1175
Athari
Glass Joe
 
Tauren Druid
 
Jaedenar (EU)
Originally Posted by grimtage View Post
Whilst it's true that Wild Growth is bugged, it's also bugged in a friendly way. If you click on someone out of range, and mouse-over yourself and cast Wild Growth, I think it hits both targets. I'm yet to replicate this in a controlled environment, but *many* times I've seen my Wild Growth on people WELL over 30 yards apart from either my target or the person I mouse-overed, let alone 15 yards, during heroics, 10man raids and 25man raids. I'm yet to fully convince myself of this, but I've done it by accident so many times and looked back, and one thing has always been true - it's hit my target and the people around my mouse-over target.
Yes that works. I usually target the OT and cast WG on the MT, the OT will always get the WG plus the people around the MT. Not an imba exploit since WG doesn't do that much healing but a nice buffer for tank healers. Hopefully this bug isn't high on Blizzards to-do list...

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