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04/15/09, 7:36 AM
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#901
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Don Flamenco
Tauren Druid
Chromaggus (EU)
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You mean, fix LB to make it so it works like it did since 2.0? That sounds challanging.
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04/15/09, 9:52 AM
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#902
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Glass Joe
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Has someone posted somewhere an updated version of Norfair's post on page 15 regarding the (based on your build choices regen/crit/set, etc..) best in slot items for 3.1? I know, quite early - but just wanted to get an idea, and I thought that post was VERY helpful.
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04/15/09, 10:08 AM
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#903
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Von Kaiser
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I need some of the mathletes in this thread to check the values used in the regen calculator I made in this page. Its made to compare 2 different sets of int/spi "all things being equal" (meaning the optional raid buffs apply to the original and new stats).
Resto Druid Mana 3.1 | tys
It assumes you have 2/2 Imp MOTW and 3/3 Living Spirit, other buffs are optional.
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04/15/09, 11:33 AM
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#904
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Bald Bull
Tauren Druid
Defias Brotherhood (EU)
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Just wondering if anyone else is experiencing a bug between Wild Growth and Revitalize. I don't have Revitalize speced in my main or alt spec and haven't for a good few months yet Wild Growth procs it. Anyone else seen this?
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04/15/09, 1:32 PM
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#905
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Von Kaiser
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Originally Posted by Fallenangel
You mean, fix LB to make it so it works like it did since 2.0? That sounds challanging.
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It could actually be more challanging than you think Fallenangel. Lifebloom is hardly the same spell anymore. With the mana return and multiplicitive bloom mechanics, I'm going to hazzard a guess that blizzard knew this of this new Lifebloom feature, and left it in anway. Game mechanics wise, it is likely linked with the new Mana return feature that is now associated with the bloom. In order to disable the heal from being self cancelled, it is likely that they would have to disable the mana return from a self dispell as well (without spending countless hours of time writing more complicated coding). While they could have done this, I beleive they left the mana return (and thus the heal) in on purpose. With the resto druid community in a mild uproar over the changes to Lifebloom (when announced) you could be sure that they were looking at that spell under a microscope.
About the possibility of this being Overpowered in certain (PvP) situations, I do not think they are worried about it at this point. Judging by the top rankings of the recent Tournament Realm, Druids were the least represented healing classes in the top brackets. The largest amount of healing druids in the top 10 was 1, 3 out of 4 weeks I beleive there were 0. This might change slightly now that the HoT removal portion of Plague Strike has been removed for Death Knights, but that remains to be seen. Giving a buff to Resto Druids in Arenas might have been intented. Remember, in PvE you cannot trigger the bloom on anyone aside from yourself, the real value of the bloom lies in your fellow team mates.
Also, its not like this new bloom ability is an automatic win button in PvE either. This does give all tanks another emergency button. My own Lifeblooms did hit/crit for over 10-20k in 25 man Ulduar last night, and that does make up a significant portion of a tanks health...but it still requires the tank to be paying attention to his/her health, lifebloom stacks, et. In a complicated fight this may not happen. There is also the loss of the HoT portion of Lifebloom when it is bloomed. Suppose a 10k bloom is triggered, Even if I react as soon as possible (the exact microsecond after a bloom has expired) it will take me 3 GCD's to get the bloom up to full Str again (a time frame of anywhere between 3-4.5 seconds (due to haste)...since lifebloom doesnt tick right (1s delay) we are looking at 4-5.5s of a not full powered stack of blooms. In either case, the actual healing value of the bloom (minus hot ticks) would be closer to 8k, and not the 10k bloom.
Now, for those of you who are adept at writing macro's and Add Ons, I have a favor to ask.
I'm looking for a macro/addon to give to my tanks that will let them cancel a stack of lifebloom cast on them...with a twist. I know that /cancelaura Lifebloom will currently cancel lifebloom (and trigger the bloom), but i was hoping for something a bit more robust. If the macro could be made to only light up or be used when the tank has 3 stacks of lifeblooms, it could be very powerful. The light up (or ready) feature should be fairly non intrusive (I dont need a raid warning "LIFEBLOOM STACKS AT FULL CAPTAIN!!") just a button that would light up when the 'ability' is ready, so the tank would know that they could count on at least the 10k burst of health. Blooming one or two stacks might be helpful, but it wouldn't be nearly the panic button of a full 3 stack bloom, which is what I would want it to be in a raid setting. Is such a thing even possible?
Last edited by Allinone : 04/15/09 at 1:53 PM.
Reason: Clairified my Addon Request.
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04/15/09, 1:35 PM
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#906
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Glass Joe
Worgen Mage
Emerald Dream
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I have seen this, it procced on my 0/0/0 when I was messing around, quite surprised. But to play fair, I specced into it anyway.
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In other news, any healers that stacked SP up until this point having some issues keeping mana up? If you look at my armory, you'll see a Druid with highly stacked Spell power. I was going OOM very often with this setup, and I am curious to know, is it my playstyle that has become lazy due to the ridiculous amount of mana regen we previously had? Or does it look like it's time to start gemming spirit and mp5 like a 'proper.,' druid?
Also, while we're on the subject, Razorscale makes nourish amazing, are we intended to treat many fights much like that one? Where a flash of light type heal is going to be required? If so, dropping the 4 piece set bonus from t7 may be a little gear dependent on the upgrade, instead of replacing those pieces with such gems as:
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04/15/09, 1:46 PM
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#907
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Glass Joe
Night Elf Druid
Silvermoon
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Originally Posted by Kenderama
If you don't mind my asking, how do you go about healing?
I ran a couple Heroics tonight due to tight time, and never had a mana issue either. I was using Rejuves, a single LB and Wildgrowth, then Nourish on spikes. (Getting myself prepped for the 4pc T7 bonus.)
Will have to see how it goes in raids though - but your post gave me some nice hope.
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We ran the new 10 man last night with 2 healers, I was OT healer and tossing raid heals.
My general OT heal is regrowth -> rejuv -> 3x LB and refresh whatever rolled off, nourish if the OT was getting stroked.
Raid heals were often 1x LB -> nourish
I wish I had pulled WWS for the fight, because I was nuking off and on most of the fight and still ended the fight at 100% full mana.
We're running Ulduar tonight, so I should get a better feel for how healing really is in more damage intesnse fights, but I really feel like I had higher mana regen last night than I did the day before the patch. I wanted to link my armory, but I'm wearing the wrong gear, I'm in my boomkin set last night. I'm at or near BiS in a lot of slots currently.
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04/15/09, 1:54 PM
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#908
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Don Flamenco
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Originally Posted by Fiarce
Also, while we're on the subject, Razorscale makes nourish amazing, are we intended to treat many fights much like that one? Where a flash of light type heal is going to be required? If so, dropping the 4 piece set bonus from t7 may be a little gear dependent on the upgrade, instead of replacing those pieces with such gems as:
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While I used nourish on Razorscale, I feel Regrowth is amazing as well for this fight as is Rejuv. Basically the last two spells become a great raid stabilization tool when a lot of people are below max hp... and that's exactly what happens on Razorscale.
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04/15/09, 1:58 PM
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#909
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Swing That Hammer
Clarence
Tauren Druid
No WoW Account
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Originally Posted by Allinone
It could actually be more challanging than you think Fallenangel. Lifebloom is hardly the same spell anymore. With the mana return and multiplicitive bloom mechanics, I'm going to hazzard a guess that blizzard knew this of this new Lifebloom feature, and left it in anway. Game mechanics wise, it is likely linked with the new Mana return feature that is now associated with the bloom. In order to disable the heal from being self cancelled, it is likely that they would have to disable the mana return from a self dispell as well (without spending countless hours of time writing more complicated coding). While they could have done this, I beleive they left the mana return (and thus the heal) in on purpose. With the resto druid community in a mild uproar over the changes to Lifebloom (when announced) you could be sure that they were looking at that spell under a microscope.
About the possibility of this being Overpowered in certain (PvP) situations, I do not think they are worried about it at this point. Judging by the top rankings of the recent Tournament Realm, Druids were the least represented healing classes in the top brackets. The largest amount of healing druids in the top 10 was 1, 3 out of 4 weeks I beleive there were 0. This might change slightly now that the HoT removal portion of Plague Strike has been removed for Death Knights, but that remains to be seen. Giving a buff to Resto Druids in Arenas might have been intented. Remember, in PvE you cannot trigger the bloom on anyone aside from yourself, the real value of the bloom lies in your fellow team mates.
Also, its not like this new bloom ability is an automatic win button in PvE either. This does give all tanks another emergency button. My own Lifeblooms did hit/crit for over 10-20k in 25 man Ulduar last night, and that does make up a significant portion of a tanks health...but it still requires the tank to be paying attention to his/her health, lifebloom stacks, et. In a complicated fight this may not happen. There is also the loss of the HoT portion of Lifebloom when it is bloomed. Suppose a 10k bloom is triggered, Even if I react as soon as possible (the exact microsecond after a bloom has expired) it will take me 3 GCD's to get the bloom up to full Str again (a time frame of anywhere between 3-4.5 seconds (due to haste)...since lifebloom doesnt tick right (1s delay) we are looking at 4-5.5s of a not full powered stack of blooms. In either case, the actual healing value of the bloom (minus hot ticks) would be closer to 8k, and not the 10k bloom.
Now, for those of you who are adept at writing macro's and Add Ons, I have a favor to ask.
I'm looking for a macro/addon to give to my tanks that will let them cancel a stack of lifebloom cast on them...with a twist. I know that /cancelaura Lifebloom will currently cancel lifebloom (and trigger the bloom), but i was hoping for something a bit more robust. If the macro could be made to only light up or be used when the tank has 3 stacks of lifeblooms, it could be very powerful. The light up (or ready) feature should be fairly non intrusive (I dont need a raid warning "LIFEBLOOM STACKS AT FULL CAPTAIN!!") just a button that would light up when the 'ability' is ready, so the tank would know that they could count on at least the 10k burst of health. Blooming one or two stacks might be helpful, but it wouldn't be nearly the panic button of a full 3 stack bloom, which is what I would want it to be in a raid setting. Is such a thing even possible?
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Sorry to burst your bubble but it's a known bug and will probably be hotfixed:
World of Warcraft - English (NA) Forums -> Lifebloom bug? (self dispel = bloom)
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Originally Posted by Nurru
Actually pewsey, it's typed as z[tab] and it's pretty well established as the standard notation for the ziplist applicative functor.
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04/15/09, 2:32 PM
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#910
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Glass Joe
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Has anyone actually managed to obtain a Glyph of Nourish or Wild Growth?
My server is very low pop and I'm hazarding a guess that both glyphs are discoveries.
Also, is T8 4PC bonus still its original incarnation? (instant heal equivalent to a tick of Rejuv) or was it deemed overpowered and changed?
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04/15/09, 10:30 PM
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#911
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Soda Popinski
Tauren Druid
Twisting Nether (EU)
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No one knows how the first iteration of the 4T8 bonus worked exactly nor does anyone currently know about the new version (because no one has 4T8 then or now). Glyphs will take a while to become found as the drop is not common and the recipe gained is random.
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04/16/09, 12:13 AM
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#912
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Glass Joe
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Originally Posted by DigitalMocking
We ran the new 10 man last night with 2 healers, I was OT healer and tossing raid heals.
My general OT heal is regrowth -> rejuv -> 3x LB and refresh whatever rolled off, nourish if the OT was getting stroked.
Raid heals were often 1x LB -> nourish
I wish I had pulled WWS for the fight, because I was nuking off and on most of the fight and still ended the fight at 100% full mana.
We're running Ulduar tonight, so I should get a better feel for how healing really is in more damage intesnse fights, but I really feel like I had higher mana regen last night than I did the day before the patch. I wanted to link my armory, but I'm wearing the wrong gear, I'm in my boomkin set last night. I'm at or near BiS in a lot of slots currently.
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I appreciate the info - that's how I was assuming it would work. I healed OS25 tonight and felt very unsettled by the changes - until I get used to them I'm actually demoting myself from MT duty in our raids and switching to OT/raid healing. I just haven't been able to get the throughput I'm used to to keep the tank up, and until I get comfortable with this, I'd rather not have more repair bills on my conscience.  I'm too used to triple-stacking LB on MT, then helping raid heal - I was going OOM too fast at the start because I would reflexively do that - so much that I moved LB from it's 2-year-long place of honor as most cast spell on the bar to force myself away from it.
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04/16/09, 12:31 AM
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#913
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Glass Joe
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Revitalize (Rank 3) and WG, is 3-5% working as intended?
Based on 211 casts of Wild Growth (with a 2 second pause between casts), I received Revitalize 64 times.
So 211 x 7 = 1477 ticks of Wild Growth.
64 / 1477 = 4.3%
I suspect that "15%" is based on the average percent for multiple targets ie. 5 targets. Does that mean that its actually 3% per tick per target?
I'll test Revitalize for 1/3 & 2/3 when I get home... see if it procs 1% and 2% per tick per target.
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04/16/09, 1:06 AM
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#914
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Glass Joe
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Originally Posted by Vomityn
Revitalize (Rank 3) and WG, is 3-5% working as intended?
Based on 211 casts of Wild Growth (with a 2 second pause between casts), I received Revitalize 64 times.
So 211 x 7 = 1477 ticks of Wild Growth.
64 / 1477 = 4.3%
I suspect that "15%" is based on the average percent for multiple targets ie. 5 targets. Does that mean that its actually 3% per tick per target?
I'll test Revitalize for 1/3 & 2/3 when I get home... see if it procs 1% and 2% per tick per target.
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Yes, 3% per tick of WG is intended.
15% per tick would be kind of ridiculous.
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04/16/09, 11:38 AM
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#915
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Glass Joe
Night Elf Druid
Silvermoon
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Originally Posted by Kenderama
I appreciate the info - that's how I was assuming it would work. I healed OS25 tonight and felt very unsettled by the changes - until I get used to them I'm actually demoting myself from MT duty in our raids and switching to OT/raid healing. I just haven't been able to get the throughput I'm used to to keep the tank up, and until I get comfortable with this, I'd rather not have more repair bills on my conscience.  I'm too used to triple-stacking LB on MT, then helping raid heal - I was going OOM too fast at the start because I would reflexively do that - so much that I moved LB from it's 2-year-long place of honor as most cast spell on the bar to force myself away from it.
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Got through the first 3 bosses in ulduar last night and while ignus is pretty heal intensive, I still never felt the pinch of low mana. Wound up throwing standard rotation for the tank (1xlb->rejuv->1xlb->regrowth->1xlb, refresh as needed, single target heals were usually just 1xlb->nourish and 1xlb->rejuv->nourish->swiftmend(glyphed)->nourish->nourish for people who got stuck in ignus' pot.
I wound up going boomkin for deconstructor because there's almost no healing in that fight other than his Tantrum.
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