From first glance at those reports it seems to be averaging at 10%~ as the sole owner of Val'anyr in the raid and in general the only encounters where it broke out beyond the 8-12% range were Saurfang and Rotface where it was 20%. I wouldn't say it was "well over 10%" of your healing when the majority of the time it was just at that mark.
Both high overhealing and the presence of a disc priest in the raid (when using WoL) can inflate the numbers from the shield. Saurfang and Rotface are both high overhealing.
BQL shows a situation with low overhealing and no disc priest present. Protection of Ancient Kings comes in at 9.8% there.
Definitely a nice improvement since the buff last week.
Also, on the Val'anyr discussion--looks like Val'anyr is around 10% at worst, and Trauma is 6-7% in ideal situations. The extra spellpower on Trauma is worth around 3%, so in the most favorable situations Trauma might be about as good as Val'anyr. The gap has definitely closed with the Trauma buff, but I still don't see a particular reason not to favor Val'anyr.
Another question, why Tuskars over Greater Spirit? I can't really name an encounter where under normal circumstances i have issues as a druid to heal while moving or to find myself to stand still and throw that so much needed heal.
Tuskarr's allows you to run out of a "fire", boss AE, etc. faster. It helps you stay alive which most peole think is better than a few points of spirit or anything else that's available. In ICC alone there's numerous fights where you have to move quickly at various times (out of an effect, get away from raid members, being chased by a mob, etc.): Deathwisper, Putricide, Rotface, Festergut, BQL, Sindragosa, Lich King are examples.
I'm very sorry to point this out, but why on earth would you ever use "Glyph of Rejuvenation"?
If you bring an encounter-appropriate amount of healers on progression fights, the glyph gives about 2% healing (sometimes more). This is very solid (e.g. matches most other glyphs on healing done, and it's generally healing which is more likely to save someone's life). The glyph does get worse as other healers learn the damage pattern and get gear, and overall raid stability improves.
edit: somewhat related comment: if you happen to be doing healing assignments and are a resto druid, seeing how much the rejuvenation glyph heals for (along with the number of deaths) is a good proxy for 'overall raid staibility in an encounter.' If you have no good alternative, the glyph is actually good as a diagnostic tool (!?).
The glyph does get worse as other healers learn the damage pattern and get gear, and overall raid stability improves.
This is my thinking too.
While still learning some encounters, when things are shaky, there will likely be more times that people drop (and stay, briefly) below 50% hp.
When everyone gets a hang of the fight more, when positioning is better - in this case probably when people don't clump up during the air phase - there will be fewer people dropping low, and the glyph starts to become less useful.
It's a glyph that (once upon a time) I adored on XT, Mimiron, Hodir, Freya. It gets less air time these days, but I never dismiss it, particularly when learning something new.
On BQL I use RR, Wild Growth, and then the third is the ?? glyph. I would probably go with Swiftmend normally, but on a lot of fights I feel as though I'm only doing it to be polite to the other druid/s, so I don't eat their HoTs. I really don't care for the Swiftmend glyph much anymore, but don't like the idea of messing with someone else's Rejuvs. If I didn't "have to" use Swiftmend, I think the Rejuv glyph would get more mileage.
I use Swiftmend (which doesn't serve all that much purpose) and not RR (because I'm not sure why you'd want RR at BQL in the first place). So Rejuv is kind of a random filler for the third--at least it does something.
I use Swiftmend (which doesn't serve all that much purpose) and not RR (because I'm not sure why you'd want RR at BQL in the first place).
Regular rejuv doesn't heal all the dmg. We have 4 raid healers and most pick a group. Heal that group, and help out when you have spare GCDs. I certainly don't feel like I need rejuvs on 16+ people. 10 seems perfectly fine.
Regular rejuv doesn't heal all the dmg. We have 4 raid healers and most pick a group. Heal that group, and help out when you have spare GCDs. I certainly don't feel like I need rejuvs on 16+ people. 10 seems perfectly fine.
Regular RJ is more than sufficient for the damage even early whenit is the most fierce. In our 6-heal setup, I go 15 wide on RJ across 3 groups, and WG on Blood Queen every cooldown to hit 6 more melee. I have another druid who isn't as strong on managing RJs and GCDs cover the other two groups. I have Holy Priest and Resto Shaman raid healers even the burst out across all 5 groups as necessary, heal people with pact, etc. 2 Paladins on tanks. This keeps things very stable. Putting a Resto Druid on a single group in an aura fight seems to be a very counter-productive use of our talents.
I use Swiftmend (which doesn't serve all that much purpose) and not RR (because I'm not sure why you'd want RR at BQL in the first place).
Because the frequency of the RR ticks more closely matches the frequency of the raid damage pulses - plus the minor bonuses of quickly healing up any baddies who stand on each other for blood bolts, and ticking faster on the tank.
We run with two druids; I usually have Revitalize and the other doesn't, so I focus on working through group 1 melee through to group 3. He focuses on group 5 healers down to group 3. As the fight progresses and more and more vampires are self-healing themselves, we can afford to mostly ignore those with the buff, skipping over them to Rejuv the unbitten players.
If you have two druids without RR, you're covering the raid almost exactly, half each, with steady healing. Without RR, we would be covering 18 each and overlapping on almost half the raid, and the ticks would come in more slowly.
So, say both druids have a Rejuv that ticks for 3000, and with RR on, the ticks are exactly 2 seconds (I know 3000 is incorrect, but I'm using round figures to aid my math-challenged brain):
RR: Half the raid each, no overlap, everyone in the raid is receiving 1500hps in HoT ticks.
Without RR: 18 people each; 7 unique targets each plus 11 overlapping in the middle. 1000hps on 14 people, 2000hps on 11 people in the middle of the raid.
Wouldn't it be better to cover half each, have those ticks topping people up faster, and a steady 1500hps on each person, rather than covering more people but with slower-ticking hots that mean lower hps on some and higher on others, with overlap in the middle that will probably end up as overhealing?
Obviously this is conjecture, not solid math, and I do apologise for that.. but I think people are too quick to dismiss RR in aura fights because "you'll hit fewer targets". Certainly if I was running alone and not with another druid, I would drop RR to be able to cover more people - but if we have two, why not take advantage of Rejuv tick frequency that lines up nicely with the damage tick frequency, helps to top people up faster, and doesn't have any wasted overlap?
Perhaps I'm way off base. I'm very interested to hear reasoning for/against.
RR: Half the raid each, no overlap, everyone in the raid is receiving 1500hps in HoT ticks.
Without RR: 18 people each; 7 unique targets each plus 11 overlapping in the middle. 1000hps on 14 people, 2000hps on 11 people in the middle of the raid.
That isn't an accurate representation of what happens though. It's much more likely to be:
RR: Half the raid each, no overlap, everyone in the raid is receiving 1500hps in HoT ticks.
Without RR: Half the raid each, no overlap, giving 1000 HPS to all, while having many more GCDs available for WGs and to Swiftmend or otherwise top up anyone who takes additional incidental damage.
I don't think either way is 'wrong' really. A RJ plus other healing from WGs, from VE, or whatever, is enough to keep up with the Aura.
I don't think either way is wrong, either. Different people's experiences will vary a great deal according to how many healers you take, the group make up, the assignments, passive healing available, general performance of the raid and how much damage they avoid or don't avoid, etc.
Perhaps in some raid groups there's no need for steady 1500hps from Rejuv - 1000hps on 12 people each + other raid healing + passive healing is perfectly adequate; perhaps 1500hps then is a waste. In earlier tries when people are still getting the hang of things, maybe they're taking more damage - maybe you need more GCDs free for Swiftmends or other spot healing, maybe the tank is a bit undergeared and you need to lend a bit more to him for now, maybe the melee are slow on fires and you need to toss them WGs a fair bit. Conversely, maybe raid damage is a bit steadier, but you run with fewer raid healers and more of the work is falling on your shoulders - so that 1500hps across the raid (with little room for spot healing in early stages) might be the way to go.
Insert the usual disclaimers about not playing in a vacuum, your mileage may vary, etc.
I just think that people are often too quick to say that RR is bad for fights where everyone in the raid is taking damage, because logically for these types of fights you should try to cover as many people as you can. I think RR does very well on this encounter and shouldn't be written off by default.
Has the live cooldown been discovered on 264 Sliver of Pure Ice? WoWhead obviously still shows the datamined one minute cooldown still, but I can't link it on Emerald Dream yet to see if it is indeed one minute.
It is 2 minutes, the same as the normal version. I won this last night, it is also unstackable with the normal version, as expected.
Not sure if this has been pointed out yet, but the 4-piece rejuvenations seem to gain benefit from all 6 ticks instead of just 4 when swiftmended. If this is already known, sorry for being dumb.
Not sure if this has been pointed out yet, but the 4-piece rejuvenations seem to gain benefit from all 6 ticks instead of just 4 when swiftmended. If this is already known, sorry for being dumb.
Don't recall anything about this. You're saying a Swiftmend off of a procced Rejuv will be 1.5 times larger than normal?
Confirmed that other druids can also swiftmend the 4-set hot for the same increased effect. I guess it's somewhat useful information to know considering it jumps to the lowest health - and I thought I was just coincidentally swiftmending people that had guardian spirit a lot.
Mmo champ found this data mining, seems to be an expected trinket in 3.3.5.
"Eyes of Twilight - Each time your direct healing spells heal a target you cause the target of your heal to heal themselves and friends within 10 yards for 356 each sec for 6 sec. (Twilight Renewal)"
Ummm. Here paladins, aoe heal for us?
Trauma with a 100% proc chance and a better heal? The wording almost makes it sound like there won't be an icd. Can't see this being great for us. A little worrying if it works as I'm thinking.
There's no way this is a 100% proc without an ICD. It's absurdly overpowered.
Nice to see the dreaded "direct heal" keyword creep its way back into the game, too.
It will be a use effect considering there is no additional spell for the proc trigger like there is for the other 3 trinkets and all other similar effects (rep rings for example). It also makes much more sense that way when you read the tooltip.