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Old 02/06/10, 3:21 AM   #151
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
Trauma +
Originally Posted by http://www.mmo-champion.com/
The rejuvenation procs from the Druid Tier 10 will now work better in a raid group and not avoid targets that have any rejuvenation spell on them though it will continue to avoid targets that have the casting druid’s rejuvenation on them.
= Exciting. Probably won't get good logs until raid reset though... :(

edit: Checked my Sindragosa25 logs from earlier in the week: Had 1 Druid with Rapid Rejuv and 1 Druid without, so all 25 had a Rejuv most of the time. Both Druid's 4set was 6% of their total healing. If it was that significant already... It will be amazing next week?

Last edited by ttyl : 02/06/10 at 3:50 AM.

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Old 02/06/10, 5:34 AM   #152
Norfair
Piston Honda
 
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Night Elf Druid
 
Grim Batol (EU)
Originally Posted by ttyl View Post
Trauma += Exciting. Probably won't get good logs until raid reset though...

edit: Checked my Sindragosa25 logs from earlier in the week: Had 1 Druid with Rapid Rejuv and 1 Druid without, so all 25 had a Rejuv most of the time. Both Druid's 4set was 6% of their total healing. If it was that significant already... It will be amazing next week?
It seems that Charti was right after all in this post: The Restoration Itemization Thread for 3.3.

Also I updated the first post with the T10 information (also included this new update). I figured it cannot proc on application as we have only 1 report of it happening 1 time, which easily can be a glitch or just human error.


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Old 02/07/10, 10:57 PM   #153
Playered
Soda Popinski
 
Playered's Avatar
 
Tauren Druid
 
Twisting Nether (EU)
[Archus, Greatstaff of Antonidas] -> 130 haste instead of crit
[Royal Scepter of Terenas II] -> 60~ haste instead of MP5

This brings our options for weapons up fairly significantly especially now that Trauma has been buffed/fixed too. The staff seems slightly odd considering the BQL one is then an inferior replica but either way considering the situation we had before it is a significant upgrade as a whole.

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Old 02/08/10, 7:02 AM   #154
goodolarchie
Von Kaiser
 
Tauren Druid
 
<tys>
Spirestone
The rejuvenation procs from the Druid Tier 10 will now work better in a raid group and not avoid targets that have any rejuvenation spell on them though it will continue to avoid targets that have the casting druid’s rejuvenation on them.
No matter how many times I read this I can't help but feel like this is a bad change for guilds that run 2 trees. If my understanding of the jump mechanic is correct, the priority flowchart goes as
[Player without your Rejuv]
vv
[player without any rejuv] <~ removed
vv
[player with health deficit]
vv
[player at full health]

So assume a raid where only 2 players have a health deficit, rogue at -7k, hunter at -6k. Tree #2 has a rejuv on the rogue.
They've essentially removed #2 from the code so yours will jump to the rogue instead of the hunter, and that's bad because both rejuvs are now more likely to be overhealing, and the hunter is more likely to die. Rejuv is very powerful now, especially hasted, and I find it rare that overlapping rejuvs is better than preferring an un-rejuv'd target with health deficit. If these assumptions are correct (and I don't have a 4pc to test, I use 4t9), then your effective 4t10 healing will go down, because you'll see more overlapping instead of blanket coverage.

Also worth mentioning that Blizzard made changes to 2 LK weapons that make them much more viable for us:

[Royal Scepter of Terenas II] = haste instead of mp5
[Archus, Greatstaff of Antonidas]: = haste instead of crit

(and the non-heroic counterparts)

Last edited by goodolarchie : 02/08/10 at 7:20 AM.


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Old 02/08/10, 10:22 AM   #155
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
That staff has a 3rd (red) socket which wowhead does not show for what it's worth when people are evaluating their weapon choices.

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Old 02/08/10, 2:28 PM   #156
Sekke
Piston Honda
 
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Tauren Druid
 
Bonechewer
Originally Posted by goodolarchie View Post
No matter how many times I read this I can't help but feel like this is a bad change for guilds that run 2 trees. If my understanding of the jump mechanic is correct, the priority flowchart goes as
[Player without your Rejuv]
vv
[player without any rejuv] <~ removed
vv
[player with health deficit]
vv
[player at full health]

So assume a raid where only 2 players have a health deficit, rogue at -7k, hunter at -6k. Tree #2 has a rejuv on the rogue.
They've essentially removed #2 from the code so yours will jump to the rogue instead of the hunter, and that's bad because both rejuvs are now more likely to be overhealing, and the hunter is more likely to die. Rejuv is very powerful now, especially hasted, and I find it rare that overlapping rejuvs is better than preferring an un-rejuv'd target with health deficit. If these assumptions are correct (and I don't have a 4pc to test, I use 4t9), then your effective 4t10 healing will go down, because you'll see more overlapping instead of blanket coverage.

Also worth mentioning that Blizzard made changes to 2 LK weapons that make them much more viable for us:

[Royal Scepter of Terenas II] = haste instead of mp5
[Archus, Greatstaff of Antonidas]: = haste instead of crit

(and the non-heroic counterparts)
They didn't specify how it will work now; it's just as likely they added something to still make it prioritize people without a rejuv over those with another druid's rejuv. Testing will need to be done to see how it actually works now.

Overall, though, even IF it works as you fear I still don't see it as being much of an issue. The likelihood of someone without a rejuv having more health than someone with is pretty low, and if their health IS lower perhaps the two rejuvs aren't a bad idea.

This also means that the set bonus becomes useful on any aura fight where a 5x1 rotation is preferred and where it's highly likely that no member of the raid will be without a rejuv (assuming at least 2 Druids). Prior to the change the set bonus was all but useless on fights like BQL.

Il dolce far niente.

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Old 02/08/10, 7:25 PM   #157
snipe2kill
Glass Joe
 
Night Elf Druid
 
Aman'Thul
Looks like tonight I'll be weighing up
Archus vs.
Royal Sceptre + Sundial vs.
Trauma + Sundial.

I'm awfully new to this, just wondering if anyone can tell me if I'm heading in the right direction with my calculations.

My sheet caters for my bad gear by making the assumption that spellpower is my primary stat as long as a haste rating of 856 is maintained. It also assume that due my gear (or lack thereof) all slots are gemmed with pure haste, so for every point of haste I gain off a new piece of gear, I get to regem 1.15pt of spellpower. I'm then boiling spirit down into Mp5 and sp, and judging the worth of an upgrade by mostly wether it is an increase or decrease in spellpower, but also changes in stam, int, mp5 and crit.

Am I missing anything or will this procedure suffice for my basic item comparisons?

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Old 02/08/10, 11:09 PM   #158
Kaloryth
Glass Joe
 
Night Elf Druid
 
<AHH>
Ner'zhul
You say the spreadsheet assumes you gem pure haste. Technically if you're trying to get the most bang for your buck, you should be gemming sp/haste as you gain 1 sp gemming 2 reckless ametrines instead of gemming red/yellow.

Crit has almost no benefit once you pick up t10. Make sure that is weighted very low.

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Old 02/08/10, 11:49 PM   #159
snipe2kill
Glass Joe
 
Night Elf Druid
 
Aman'Thul
Originally Posted by Kaloryth View Post
You say the spreadsheet assumes you gem pure haste. Technically if you're trying to get the most bang for your buck, you should be gemming sp/haste as you gain 1 sp gemming 2 reckless ametrines instead of gemming red/yellow.

Crit has almost no benefit once you pick up t10. Make sure that is weighted very low.
thanks for your input, gemming orange is an interesting point I missed. And yes, I am basically ignorning crit entirely. Weighting sp > mana > mp5 > crit.

Just one other thing, are socket bonuses that require blues worth gemming? Or is pure sp always the best way?

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Old 02/09/10, 12:44 AM   #160
Feya
Piston Honda
 
Blood Elf Paladin
 
Mal'Ganis
I wanted to drop in some updated numbers I just got done putting out. On our Sindragosa-25man kill (first for us!) [Trauma] put out some HUGE numbers for me. I realize that earlier in the week the hot-fix had not applied, and the strategy we use for this fight is highly conducive to generating big numbers with this weapon. We typically have the raid stacked on top of each other almost the entire fight. Either way, check these out;

Skada: Firepatch's Healing for Sindragosa, 22:48:05 - 22:58:04:
1. Rejuvenation 2476157 (57.6%)
2. Wild Growth 1285967 (29.9%)
3. Fountain of Light 405591 (9.4%)
4. Swiftmend 74567 (1.7%)
5. Regrowth 56022 (1.3%)

For the first time ever, Ive seen Fountain of Light reach above the 4% healing done mark for an encounter. 10% of healing done seems grossly overpowered considering other items out there [Althor's Abacus] for example. This can't possible be the level they leave it at. If it does remain at this level it easily makes up for the loss of stats and becomes an easy BIS for us. No other item could possibly be worth losing 10% (in peak conditions, granted) healing throughput except for maybe Valnyr.

Anyone else seeing these numbers?

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Old 02/09/10, 1:11 AM   #161
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
1 Druid's Fountain of Light averaged 6.5% (of his total healing) on our LK attempts. I was pretty amazed by that, considering the damage is inconsistent/sometimes nonexistent.
Originally Posted by snipe2kill View Post
are socket bonuses that require blues worth gemming?
After 1 for meta: +9 sp is a no-brainer, +7 sp is ~2 sp vs ~4 mp5, +5 sp is ~4 sp vs ~4 mp5. Most prefer to gem for max throughput and make larger/ temporary trade-offs (idol, trinket, innervate, etc).

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Old 02/09/10, 2:55 AM   #162
Phlo
Glass Joe
 
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Tauren Death Knight
 
Ysondre (EU)
Some more numbers about Trauma:
World of Logs - Real Time Raid Analysis
[please click on "healing by spell"]

I only took this weapon for fun, almost like i took Abracadaver, but oh so shocking numbers!
Roughly 8% overall on every heavy raid healing encounters.
I'm sure many things have already been said in these forums about Fountain of Light in general, but the recent changes and discussions made me think it might be worth a post linking to a fresh world of logs.

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Old 02/09/10, 9:29 AM   #163
Nefaruis
Glass Joe
 
Tauren Druid
 
Illidan
These last few Trauma reports are focused on Sindragosa. I realize that's b/c the fix occured after most of us had cleared the rest of this instance. However, This fight seems light it sticks out as a particularly good fight for it due to the nature of Unchained Magic. My question is beyond the Sindragosa encounter can we count on the trauma proc to be substantive healing?

A ~200 heal just seems like it is chipping away at something a rejuv would heal anyways on the next tick. It can show up as any amount of healing and I still question its true worth towards actual Lifesaving Healing Done. I'm not knocking the fact that over a fight its accounting for upwards of 300k healing done now, it just doesn't feel like its doing much beyond meter padding.

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Old 02/09/10, 9:55 AM   #164
Arentios
Hunting down survivors
 
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Tauren Druid
 
Lightning's Blade
Originally Posted by Nefaruis View Post
These last few Trauma reports are focused on Sindragosa. I realize that's b/c the fix occured after most of us had cleared the rest of this instance. However, This fight seems light it sticks out as a particularly good fight for it due to the nature of Unchained Magic. My question is beyond the Sindragosa encounter can we count on the trauma proc to be substantive healing?

A ~200 heal just seems like it is chipping away at something a rejuv would heal anyways on the next tick. It can show up as any amount of healing and I still question its true worth towards actual Lifesaving Healing Done. I'm not knocking the fact that over a fight its accounting for upwards of 300k healing done now, it just doesn't feel like its doing much beyond meter padding.
'Rejuv would heal anyways on the next tick' and 'Lifesaving Healing Done' are somewhat mutually exclusive. If Rejuvenation alone is keeping people topped off, then yes, the proc is fairly useless, but most gearing choices are pretty moot at that point anyway. It's better to discount the encounters where Trauma is just more overhealing than to discount the encounters where it's adding effective healing, since those are the times where raid damage in has the potential to be higher than raid healing out and thus itemization choices can really matter.

Last edited by Arentios : 02/09/10 at 10:01 AM.

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Old 02/09/10, 11:29 AM   #165
avanlee
Glass Joe
 
Tauren Druid
 
Frostwolf
Trauma was 6.8% of my EH on LK attempts last night. Not as nice as the druid that had his legendary mace proc do 17.6% of his EH, but still.

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Old 02/09/10, 12:12 PM   #166
Nefaruis
Glass Joe
 
Tauren Druid
 
Illidan
Originally Posted by Arentios View Post
'Rejuv would heal anyways on the next tick' and 'Lifesaving Healing Done' are somewhat mutually exclusive. If Rejuvenation alone is keeping people topped off, then yes, the proc is fairly useless, but most gearing choices are pretty moot at that point anyway. It's better to discount the encounters where Trauma is just more overhealing than to discount the encounters where it's adding effective healing, since those are the times where raid damage in has the potential to be higher than raid healing out and thus itemization choices can really matter.

I realize they are contradictory and that is somewhat of the argument I'm trying to make. Is it really doing anything that our rejuv wouldn't do already.

Your argument of it's important when the dmg in is greater than the raid healing out is why I think it is showing so favorably on Sindragosa where you are frequently not healing. But how many fights in content is this the case. While most gearing is moot this mace has a somewhat significant impact in gearing due to our haste constraints and I am trying to maintain a minimal haste gemming and not speccing into CF. I question Trauma's true worth based on the fact it has 0 haste and gearing becomes quite a bit harder w/o the weapon haste.

Right now Royal Scepter seems like its going to win out for me unless I can be convinced on the worth of the Trauma heals.

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Old 02/09/10, 12:54 PM   #167
Kluian
Piston Honda
 
Tauren Druid
 
Korgath
Originally Posted by avanlee View Post
Trauma was 6.8% of my EH on LK attempts last night. Not as nice as the druid that had his legendary mace proc do 17.6% of his EH, but still.
I believe you have to be careful when evaluating Valynr "absorb" as part as a healer's effectively healing. Remember, the shields stack, and the person who puts up the first shield gains the benefit as far as I know in WoL.

We had 4 valynr's in our LK 25 kill. I got some crazy number like ~25% EH from the shield, while the 2 resto shamans were only around ~10%.

World of Logs - Real Time Raid Analysis

I also don't know if disc priests throwing out shields can mess up the valynr EH count either.

I think the heroic LK mace might be worth picking up as a replacement for Valynr, but other than that it looks like you should stick with it. Perhaps taking heroic trauma for fights such as sindragosa. You'll always want to keep Val need your side though for LK considering the Defile doesn't grow on absorbs.

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Old 02/09/10, 1:12 PM   #168
blahism
Glass Joe
 
Blood Elf Druid
 
Kilrogg
Originally Posted by Drane View Post
Here's our Valithria kill, I'm waiting on our tank to email me his complete log, since mine got fucked up from the constant portaling and such, but mine is just cut to the fight length of the kill: World of Logs - Real Time Raid Analysis

Got to 40 stacks at the end, and I used Nourish / Rapid Rejuv / Swiftmend glyphs; does Glyph of Rejuv work on her? I guess I should've tested that.

Also yea, totally forgot about T9 especially for the nourish increase.
I switched to T9 myself and used normal glyph of rejuv. Not sure how glyph of rapid rejuv would work out entirely, but really i only apply rejuv to get the 20% bonus on nourish spam so i'm not sure faster rejuvs would reall help out over the benefit of a slow constant rejuvs + nourish + 20% bonus.. ie you may ended up casting more rejuvs in a fight to keep your nourish bonus up at the expens of having more nourishes. i'll have to do some WOL data mining to see this in fact.

25 man i got only 29 stacks or so.. 10 man, i had a hard time being that i never ended up on the side where the portals spawned

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Old 02/09/10, 1:34 PM   #169
Erdluf
Great Tiger
 
Night Elf Druid
 
Echo Isles
At 4200 SP, a no-set-bonus Rejuv heals for about 19200. A Glyphed, Crit, Nourish+3 with Living Seed heals for about 18600.

Casting more Rejuv's "at the expense of having [fewer] Nourishes." is a good thing. With numbers like those, the only way Nourish is a win is if your haste is so low that Nature's Grace isn't wasted or if you are running with 4t7 and have an incredible crit rate.

If Valithria starts at 50% health and it goes up from there, you aren't getting any benefit from [Glyph of Rejuvenation]

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Old 02/09/10, 1:45 PM   #170
avanlee
Glass Joe
 
Tauren Druid
 
Frostwolf
Originally Posted by Kluian View Post
I believe you have to be careful when evaluating Valynr "absorb" as part as a healer's effectively healing. Remember, the shields stack, and the person who puts up the first shield gains the benefit as far as I know in WoL.

We had 4 valynr's in our LK 25 kill. I got some crazy number like ~25% EH from the shield, while the 2 resto shamans were only around ~10%.

World of Logs - Real Time Raid Analysis

I also don't know if disc priests throwing out shields can mess up the valynr EH count either.

I think the heroic LK mace might be worth picking up as a replacement for Valynr, but other than that it looks like you should stick with it. Perhaps taking heroic trauma for fights such as sindragosa. You'll always want to keep Val need your side though for LK considering the Defile doesn't grow on absorbs.
Hmm, I wasn't aware that WoL had that issue with tracking Valynr shields. There were two other maces in our raid and it stands to reason that a resto druid would get a small shield on a target before a couple of holy priests often. All the same, even the two holy priests had a slightly larger chunk of their EH as shields than my trauma proc, but I suppose at least that could be easily seen as shield snipes the heal of a trauma proc.

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Old 02/09/10, 2:32 PM   #171
blahism
Glass Joe
 
Blood Elf Druid
 
Kilrogg
Originally Posted by Erdluf View Post
At 4200 SP, a no-set-bonus Rejuv heals for about 19200. A Glyphed, Crit, Nourish+3 with Living Seed heals for about 18600.

Casting more Rejuv's "at the expense of having [fewer] Nourishes." is a good thing. With numbers like those, the only way Nourish is a win is if your haste is so low that Nature's Grace isn't wasted or if you are running with 4t7 and have an incredible crit rate.

If Valithria starts at 50% health and it goes up from there, you aren't getting any benefit from [Glyph of Rejuvenation]
I know that the glyph of rejuvenation doesn't do anything for this fight, i was curious if the glyph of rapid rejuv was worth it.

I just feel the opportunity for clipping your rejuvs is much higher and costing you more heals than using unglyphed (no rr) rejuv and spamming nourish on a fairly certain cycle (limited by your mobility and having to move to a portal so on and so forth)

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Old 02/09/10, 4:45 PM   #172
Numeno
Glass Joe
 
Tauren Druid
 
Illidan
Originally Posted by blahism View Post
I know that the glyph of rejuvenation doesn't do anything for this fight, i was curious if the glyph of rapid rejuv was worth it.

I just feel the opportunity for clipping your rejuvs is much higher and costing you more heals than using unglyphed (no rr) rejuv and spamming nourish on a fairly certain cycle (limited by your mobility and having to move to a portal so on and so forth)

Yes the RR glyph is worth it. A few people have pointed out that 1 cast of rejuv beats 1 cast of nourish. The only time this isn't true is if you are able to use a significant portion of a Nature's Grace proc on nourish. This would require next to no haste I think on gear though.

Assumeing you don't clip, the more rejuvs you are able to cast the better. It is our largest heal based on cast time. I'm not sure why someone would clip though. While we are going for the most heals possible, you shouldn't be sitting there waiting to cast rejuv exactly when it runs out. You should be casting a nourish. You will certainly lose .5-1 seconds of rejuv time. Not casting for half a second is much worse than makeing sure rejuv is up 100% of the time.



One thing that could screw this up is the rotation that is needed due to portals. If you are able to get only 2 rejuvs in between portals no matter if you have the glyph or not, then it doesn't seem worth it. I think I would have to clip rejuv to cast a second if I didn't have the glpyh though. With the glpyh I can cast 2 easily.

While not a huge reason, RR also benefits from lust while nourish most likely does not.

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Old 02/09/10, 5:20 PM   #173
 Hamlet
<Druid Trainer> Emeritus
 
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Tauren Druid
 
Mal'Ganis
I think HT beats Nourish during lust, even without Naturalist.

Links: Moonkin Resto WoWMath Twitter YouTube
Please don't PM requests for advice on UI or specific gear choices.

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Old 02/09/10, 6:33 PM   #174
ttyl
Piston Honda
 
Night Elf Druid
 
Destromath
Originally Posted by Nefaruis View Post
While most gearing is moot this mace has a somewhat significant impact in gearing due to our haste constraints and I am trying to maintain a minimal haste gemming and not speccing into CF. I question Trauma's true worth based on the fact it has 0 haste and gearing becomes quite a bit harder w/o the weapon haste.
3/3 CF costs 7 talent points. After 53 points in Resto, where can 7 more add 6-10% effective healing? Compare just the stats of 277 Trauma to 284 Royal Scepter: 29 Int, 55 Crit, 154 Sp*. Will that add 6-10% effective healing? And if it does, you should ask:
Originally Posted by Nefaruis View Post
Is it really doing anything that our rejuv wouldn't do already.
Sometimes it might, most of the time it won't, considering we average 70-80% overheal. All we can do is compare raw healing, which is what all healing classes gear for.

*57 + 23 + 5 (socket bonuses guess) + 69 (assuming Scepter has 60 haste which is equal to 3 Runed over 3 20 haste gems you'd have to use w/ Trauma to stay haste capped) So, yes, the haste on Scepter is accounted for.

edit: WoL says Protection of the Ancient Kings was 40% of my healing on our LK attempts. 3 other Vals: Disc Priest had 4%, Shaman had 8%, Paladin had 21%. Definitely something weird in WoL's absorb tracking.

Last edited by ttyl : 02/09/10 at 6:44 PM.

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Old 02/09/10, 7:55 PM   #175
Playered
Soda Popinski
 
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Tauren Druid
 
Twisting Nether (EU)
Originally Posted by ttyl View Post
3/3 CF costs 7 talent points. After 53 points in Resto, where can 7 more add 6-10% effective healing?
Outside of fights where 5x1 is the most optimal (which Trauma will be very good for naturally) Living Seed is not something to be ignored. On Arthas (10 man) I have tended to be more of the hybrid role supporting tanks and the raid equally as Priests are so superior for dealing with the Infest. My Nourish was around 16.3% and Living Seed was 5.5% so when you throw in 3 points on LS and 1 in Emp Touch that would be 4 talent points yielding 6%.

This is going to be one of those subjects where the encounter and the raid setup/role you use will factor in heavily but considering how far away the 284 Scepter is for pretty much everyone I doubt it is something you will really have to decide on.

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