The Restoration Itemization Thread for 3.3
This topic is a fresh start from http://elitistjerks.com/f73/t37578-r...n_itemization/ and http://elitistjerks.com/f73/t37441-r...tion_trinkets/. Its focus lies on 3.3 and it will not be updated for any Cataclysm changes (this will be done in a new thread when the time comes). This first post will discuss the different stats and current gearing. The second post consists of a write-up by GTtheBard about the trinkets in the game as they are often valued differently.
This topic is used only for gearing issues. For healing strategies, glyphs, and other druid questions see http://elitistjerks.com/f73/t88239-r...al_discussion/. Keep that topic free from itemization questions as well as they belong to this thread. For short and simple questions see http://elitistjerks.com/f73/t36776-d...imple_answers/.
Failing to post in the correct thread will lead to an infraction!
Spellpower is our most important stat. It increases the healing of each spell differently. The talents that affect the coefficent for each spell work as follows:
Haste rating is the second most important stat for resto druids. Since 3.3 we need a lot more haste in order to get to a 1 second global cooldown, which next to spellpower is the only way to increase our throughput with HoTs (not counting 4T9).
32.79 haste rating increases your haste by 1%. Paladin aura and Moonkin aura do not stack; both give 3% additional haste. Wrath of Air totem provides an additional 5% haste. Here is a list of the amount of haste rating you need with 5/5 GotEM in order to obtain a 1 second global cooldown:
Thanks to uliko, itecho84 and Zoltair's post for finding the mechanics. Thanks to cuddlekin for finding the numbers for 3.3. See his post for a more elaborate list of haste numbers (includes partial GotEM talents).
Critical strike rating
Critical strike rating is a very poor stat for resto druid, unless you are using 4T9.
45.91 critical strike rating increases your chance your spells critically hit by 1%.
Mana Regeneration stats
Mana regeneration stats are not very important for a restoration druid as each type of gear already contains a good amount of intellect, spirit and/or mp5. Spirit also gives spellpower through the improved ToL talent. Because of this, the spirit items are often better than their mp5 equivalents of the same itemlevel.
The mana regeneration formula on level 80 is: ManaRegen(SPI, INT) = (0.001+SPI*0.003345*(INT^0.5))*5
1 intellect provides the following:
1 spirit provides the following (assuming Living Spirit, Intensity, Kings and Improved Mark of the Wild):
Druid gearing in a nutshell:
Some consensus that has been reached so far:
The tier 10 4-set bonus
The tier 10 4-set bonus has a chance to proc a new Rejuvenation on each Rejuvenation tick. Thanks to Shelendil, Xasthur, ttyl, Drane and sheaebay for testing this set bonus, we now know the following:
Trinket discussion always seems to be a point of interest when raiding, and more often than not specific trinket discussion is lost in the endless amounts of pages around here. Unlike the previous topic, this is focusing on competitive end-game Trinkets only, split into Throughput and Regen.
Throughput is self explanatory; these trinkets give druids the most spellpower or healing output compared to other trinkets. Ideally, you'll be using these trinkets when Regen is not an issue.
I'm lumping all trinkets with any sort of regen effect into the Regen pile, even if they have a lot of passive spellpower. Mechanics of all these trinkets will be discussed after the list.
[Althor's Abacus] - Gunship Battle (25)
[Illustration of the Dragon Soul] - Sartharion (25)
[Eye of the Broodmother] - Razorscale (10)
[Solace of the Fallen] - Lord Jaraxxus (25)
[Spark of Hope] - Kologarn (10)
[Sliver of Pure Ice] - Lord Marrowgar (10)
[Purified Lunar Dust] - 60 Emblem of Frost
--[Show of Faith] - Yogg-Saron (25 Hard)
--[Sif's Remembrance] - Thorim (10 Hard)
[Ephemeral Snowflake] - Halls of Reflection (5 Heroic - Marwyn)
[Titan-Forged Rune of Audacity] - Wintergrasp Vendor (25 Badges)
[Titan-Forged Rune of Alacrity] - Wintergrasp Vendor (25 Badges)
[Battlemaster's Ruination] - PVP Vendors (62000 Honor and 1650 Arena Rating)
[Battlemaster's Vivacity] - PVP Vendors (62000 Honor and 1650 Arena Rating)
Notes on Trinkets:
-Does not scale with spellpower
-Procs off HOT ticks
-45 second internal cooldown
-Normal and Heroic versions do not work together
[Solace of the Fallen]
-Stacking 144 mp5 (Heroic - 258 ilevel), 128 mp5 (Normal - 245 ilevel)
-Normal and Heroic mp5 effects stack
[Spark of Hope]
-Applies effect before talent reductions (Tree of Life, Moonglow, Tranquil Spirit, etc.)
-100 Spirit => 115 Spirit = 17 Spellpower (assuming 3/3 Improved Tree of Life)
[Sliver of Pure Ice]
-Normal Mode and Heroic Mode have 2 minute cooldowns
-Used on cooldown, Normal = 68 mp5, Heroic = 76 mp5
[Purified Lunar Dust]
-45 second ICD, 10% proc rate; for modeling, using a 55 second cooldown
-Can proc simultaneously with similar trinkets ([Je'Tze's Bell], [Show of Faith], etc.)
-Returns 912 mana every 55 seconds, roughly 76 mp5
-0.25 second ICD (unconfirmed)
-Procs off HOT ticks
-Is not affected by Clearcasting or Overhealing
-Maximum of 220 mp5
It's 21 spellpower. And yeah, I haven't looked into the Abacus in detail, but 3% effective would be a lot better than 21 spellpower. And finally doing away with rampup time would be nice.
((5550+6450)/2)*(1+0.15[Crit%]*0.5[CritBonus])=6423[AverageHeal]/45[Cooldown]=142.7 healing per second assuming no overhealing.
You seem to be trying to imply that the trinket is worse than it actually is which is misleading considering you could have thrown in some ballpark overhealing figures from the current content to go along with your HPS evaluation. It's somewhat odd how we value haste and SP on a "best case" scenario and yet seem unwilling to do so with procs like this.
With 10.7k effective healing per second, in an ideal aura type fight where I was in 40 yards of all range members, the trinket proc had 23.8% overheal. The point is, the healing can't be attributed as a percent of effective healing. In a fight where 4k-5k hps is typical, this will be closer to 3% healing done. With closer to 11k hps, this is only 1% healing done. It should be considered as healing per second instead of a percentage of healing done.
For those making a wish list, after digging through and looking at the items available in normal ICC25/10 and ToGC10/25 minus Anub in 25, I have come up with the following lists:
(Note: The gemming was done assuming you are a Jewelcrafter, since that's what I am.
Termi (4pcT9 Resto with 864 haste, 856=cap): Profiler - Wowhead
Termi (4pcT10 Resto with 857 haste, 856=cap): Profiler - Wowhead
Termi (4pcT9 Resto(CF) with 774 haste, 735=cap): Profiler - Wowhead
Termi (4pcT10 Resto(CF) with 787 haste, 735=cap): Profiler - Wowhead
Another note with gemming, I had originally planned just a nightmare tear to activate meta, as regen's not needed at all, however putting the purifieds in the places I have them actually work out to be the best choice as far as I can tell.
Feel free to use these as a consideration for your own lists.
I personally prefer to see a mix of lists others make, to get an idea of what they value, how they mix and match, etc.
I won't discuss this list anymore and ask that no one else do so as well. Use it for comparison if you want, otherwise ignore it.
At the 277 level, the Spirit/haste shoulders are a better 4+1 offset piece than the badge chest. So I suppose for a sub-277 BIS list, yours is technically right. But given the Emblem economy, it might be best to buy the 4 non-Shoulder pieces and use the ICC shoulders. Stats are just as good as using the badge chest, and you save Emblems, and then don't you don't have to further waste Emblems changing tier pieces when you start having access to 277 loot.
Even if you assume that 1 haste = 1 spell power to the cap, using your Dragon's Eyes on haste is a poor choice. Runed =39 vs Quick =34, already a downgrade before we get into the fact that socketing yellow/red vs orange is a waste of 1 spell power every time you do it with the normal versions (23 spell power + 20 haste vs 24 spell power + 20 haste).
That aside, I'd like to avoid BiS lists generally. Discussing specific pieces is great. BiS are complicated, people will inevitably disagree over socketing. Some will choose cloth, some are in guilds that won't allow them to take cloth over a cloth-wearer, etc etc. Some will prefer to use a 735 set-up with T9 utilizing a 3/3 CF build allowing for some more crit. As you can see I've only mentioned a few examples, but they are more than enough to show that making a universal BiS is generally not going to happen.
I'm still personally in favor of using [Sanguine Silk Robes] over [Shoulders of Frost-Tipped Thorns] because it does seem slightly better and from initial inquiry there wasn't going to be every cloth user wanting this item in my guild (mainly SPriests).
Item Comparison Tool - World of Warcraft
Assuming the socket bonus is +9 on the chest and +7 on the shoulders and you meet them both it ends up with a difference of:
[Sanguine Silk Robes] set: 24 haste, 3 sp (1 base, 2 from socket bonus), 10 spirit.
[Shoulders of Frost-Tipped Thorns] set: 24 crit, 10 haste.
While the difference is not that huge (14 haste, 3 sp, 10 spirit vs 24 crit) it is still a superior option in my mind especially as past the haste cap we can move a reckless gem into a runed somewhere resulting in that excess haste becoming SP while with the shoulders set you cannot do an equal exchange with the crit.
I don't like assuming the socket bonuses will be met, since the Robes have a blue socket. But even still, just due to the haste vs. crit, the set with the Robes probably is ever so slightly better.
If you have enough haste that you don't need to use a reckless at all then obviously pure runed will win but I couldn't honestly say where would be the best choices at the moment to do so without a complete/confirmed drop list available to plan this.
Carebare, I've always had a hard time wrapping my head around this part. I mean I get (mathematically) that 23SP+20Haste is less than 12SP/10Haste x2. But would you go to the point of essentially socketing straight reckless gems?
For example, you currently have 17 red/orange gems with CF. Putting Dragon's eye in 3 of your slots and leaving the current 3 Reckless you have to hit your cap. That brings us to 11 Using only Reckless gems that would get you 132SP/110Haste. As pure Runed Gems you would get 253SP.
Looking at Norfair's Haste chart at the top of the thread CF is worth 130 Haste.
No buffs 36.36 % 1193
CF only 32.39 % 1063
So in the end is it really coming down to comparing 121SP (253-132) [in your case] vs the 7 Talent points you could take out of your Balance tree. Or am I missing something?
I realize I just put you 20 Haste rating under cap at the moment, but I am just using this as an example. Please assume your gear had that 20 haste somewhere else. (Weapon/T10 gloves/etc)
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