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06/05/08, 7:39 PM
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#871
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King Hippo
Night Elf Priest
Silvermoon (EU)
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Originally Posted by uh...ok
Well let's look at the fights in BT where Holy Reach may or may not make a difference:
Naj'entus - Holy Reach will probably allow your groups to spread out just a little thinner so the AoE doesn't hit as many people. So it might make a difference here. Then again, I didn't have problems hitting all the groups even without Holy Reach for this fight, except on nights when we brought more than 5 melee DPS.
Supremus - CoH isn't used here, irrelevant
Akama - irrelevant
Gorefiend - raid is stacked on a single spot - Holy Reach does nothing here
Bloodboil - soaker groups are stacked on pretty much the same spot even with rotations going; it might matter when groups get split during Fel Rage, but we usually have one group go up the ramp, one group go down, and one group sit in the middle right before FR hits. This allows CoH to work just as well without Holy Reach.
RoS - entire raid stacked on a single spot; Holy Reach does nothing here
Shahraz - your groups stack on top of each other; CoH is useless for FA
Council - Holy Reach MIGHT make a difference here. But given the targeted AoE nature of the spells here, the people you can't hit using CoH probably didn't need to be healed to begin with. And the melee are clumped together anyway.
Illidan - P2 you have people stacked on their groups. Holy Reach is probably useful for flame burst here though.
So while I agree that Holy Reach is nice for trash healing due to its inherently disorganized nature, I really don't see a real use for it in boss fights until you hit SWP.
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That depends on your raid tactics. Never been in BT so can't comment, but other priests say they find holy reach very useful or claim that the raid is spread out on many encounters. Given your own comments a while back on how useful you find CoH, it may very well be that the reason why you are not getting as good results with CoH as others is lack of holy reach.
However,
morogrim: raid spread out while taking down mulroks. You are loosing a great deal in effectiveness without holy reach
Karathress raid spread out at all times due to constant movement, not worth using coh without holy reach
Lurker, the melee are constantly thrown away and ranged DPS is spread out, not worth using CoH without holy reach
Vasjh raid spread out but CoH with holy reach covers one 3rd of the main platform without it covers 1/5th. Without holy reach CoH is useless
Leo, CoH on melee group during ww, but they spread out quick so holy reach usually allows you to hit an extra target every ww.
Void reaver: Its a bad idea to not have holy reach. With holy reach you have exactly the range you need to cover both melee group and tank group by standing on the side of VR. Its foolish to not have holy reach here.
Solarian: No difference raid is stacked
A'lar raid is spread out
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06/05/08, 8:28 PM
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#872
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Piston Honda
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Originally Posted by Havoc12
That depends on your raid tactics. Never been in BT so can't comment, but other priests say they find holy reach very useful or claim that the raid is spread out on many encounters. Given your own comments a while back on how useful you find CoH, it may very well be that the reason why you are not getting as good results with CoH as others is lack of holy reach.
*snip*
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Which earlier comments? I believe I said something about CoH during Kalecgos but that's about it.
- Why do you need to spread out for Morogrim's murlocs? What exactly does that do for you?
- Is CoH even useful at all for FLK? I guess I've never found a situation to use it in because the raidwide damage is extremely random and rarely do I see more than 3 people in the same group take a hit from a totem or Caribdis's AoE. Shamans are by far and away much more effective raid healers here, and you'd be better off having your priests on the tanks or the MT's healers.
- Leo - why the heck should the melee group need healing to begin with? If they're alert, they shouldn't get hit. And once they get hit, targeted Renews are so much more effective than CoH because of the DoT nature of Rend.
- Does anyone use CoH for Vashj at all? I don't see it possibly being useful given the nature of that fight. Maybe it's nice for topping the melee group off if Vashj CLs them?
- VR: yes, I agree.
- A'lar: the AoE damage in this fight is so trivial that you don't need CoH to raid heal at all. Yeah, it's useful I guess, but I really doubt it matters what you do in this situation or how you're specced.
Besides, I was talking mainly about Holy Reach in BT, given the context of the poster who asked about it.
Holy Reach is, simply put, one of those talents that sounds great on paper (especially if you do the omg44%math) but in practice has very little effect on the overall usefulness of CoH. I will not deny that it's a requirement for Felmyst, but aside from that I really don't see it being worth 2 points. The main problem really is the fact that CoH's base radius is so small that a 20% increase is still just 3 yards.
Though ultimately, I do believe that the effectiveness of Holy Reach depends on both the priest and his or her raid. Which is why my advice regarding Holy Reach has always been "Try it and see if it makes a difference." I've seen a fair number of people say it makes a huge difference for them, and I've seen equally as many say that it does nothing for them at all.
Last edited by uh...ok : 06/05/08 at 8:59 PM.
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06/06/08, 12:28 AM
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#873
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Glass Joe
Human Priest
Stormrage (EU)
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<< Hi, i would tell you that renew is imo one of the best healing spell. >>
Sure, renew is all fine and dandy, just seems to me that when shit hits the fan it ain't gonna save the day. Problem is you have only so many windows for applying your insta's. (PoM, Renew, CoH, Dispell etc)
Furthermore, if I'm mana constrained throwing renews around tends to drain my mana more than it actually helps solve my problems, depending on the situation of course. And besides, it's not like it stops working without putting 3 pts into it.
Long story short though, I ended up with the standard 20/41 spec with 2/2 HR and skimped HS to 3/5. Just felt wrong without the improved renew I must admit. 
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06/06/08, 12:32 AM
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#874
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Honorary Toastr
Night Elf Priest
Dragonblight
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Fathom Lord has incredible raid damage, I find CoH valuable there.
You can use CoH for Vashj phase 3 as needed and you can use it on Vashj phase 2 on melee or caster groups that stay up. At least the way my guild does Vashj.
I find it incredibly useful for Kael'thas too... but then again, my guild has 4 holy priests.
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06/06/08, 1:52 AM
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#875
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Piston Honda
Human Priest
Sylvanas (EU)
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Here is where most of us are standing after spending 18 points in holy: Talent Calculator - World of Warcraft
If you are going full holy for CoH, it's basically 2% crit or 20% increased radius on CoH/PoH.
I really can't belive any priest (speccing CoH) is seriously considering 2% crit over Holy Reach (44% larger area covered). Holy Reach improves your main healing spell, even if it's only for trash it's worth it. I know almost 50% of my healing is Renew+PoM - neither can crit. Rest is - depending on encounter - Greater Heal or CoH/PoH, or a combination of those. The only healing spell that really benefits from crit is single target heals, wich can be from 10-40% of my total healing. Even then crit is normally not that good because of the nature of it (will be improved in 3.0 maybe).
Originally Posted by uh...ok
Holy Reach is, simply put, one of those talents that sounds great on paper (especially if you do the omg44%math) but in practice has very little effect on the overall usefulness of CoH. I will not deny that it's a requirement for Felmyst, but aside from that I really don't see it being worth 2 points. The main problem really is the fact that CoH's base radius is so small that a 20% increase is still just 3 yards.
Though ultimately, I do believe that the effectiveness of Holy Reach depends on both the priest and his or her raid..
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I don't think you're making sense here. Is it a good reason not to spec Holy Reach because the radius of CoH is so small? In my book, that's a good reason to improve it. CoH has two weaknesses: 1. Range, 2. Group only. A talent improving that is mandatory IMO. It also increases range of PoH, let's not forget that.
You're saying that it's not worth two points aside from Felmyst, so how do you spend your first 20 points in Holy? To me it's a no-brainer, but I guess the jury is still out for some people.
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06/06/08, 2:11 AM
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#876
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Piston Honda
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2 points of crit is still better than 2 points spent on a talent that does close to nothing for the boss encounters as I listed them. It's very much similar to the whole Silent Resolve vs Imp PWS debate people have. SR does something, yes, but it practically has no effect on you in a raid whatsoever.
If there were more fights that called for people to both:
a) stick together with their groups
b) stand sufficiently far apart rather than stack on top of each other
then Holy Reach would have tremendous value in all raids. But as it is, I just don't see it being effective whatsoever for BT-level raiding outside of trash.
I've been CoH since my guild stepped foot into SSC, and I've pretty much run both T5 and T6 instances countless times with and without Holy Reach. To be quite honest, there's really no measurable or noticeable difference between the two besides on trash, and occasionally on Naj'entus when we decide to bring 6 melee DPS to the fight.
Maybe it's because I don't raid heal very often. I only raid heal on fights where PoH/CoH really makes a difference (Naj, Bloodboil, RoS, Illidan P2), and most of the other times I'm on the tank or doing burst raid healing (Council) so 2% crit is far more valuable to me.
Last edited by uh...ok : 06/06/08 at 2:19 AM.
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06/06/08, 4:34 AM
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#877
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Don Flamenco
Blood Elf Priest
Talnivarr (EU)
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Well where I play Holy Reach is completely mandatory. It helps at:
1. Kalecgos
2. Felmyst - Must have for ground phases
3. M'uru - Must have for P2
4. Kil'Jaeden - Must have
And something people might forget about is that in hunter groups where we're going with 3 hunters, 1 feral druid and 1 resto shaman those extra few yards is often the difference between getting heals on the hunters and shaman, but also reaching the feral druid and 3 pets.
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06/06/08, 5:13 AM
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#878
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Piston Honda
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Oh, I definitely agree that Holy Reach is mandatory for Sunwell.  That said, I'm usually on the tanks for Kalec and we have yet to reach Phase 2 on M'uru...
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06/06/08, 5:22 AM
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#879
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Don Flamenco
Blood Elf Priest
Talnivarr (EU)
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Originally Posted by uh...ok
Oh, I definitely agree that Holy Reach is mandatory for Sunwell.  That said, I'm usually on the tanks for Kalec and we have yet to reach Phase 2 on M'uru...
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Ah.. P1 took us ages to master, gl. If you need any tips just gimme a shout.
Edit: Something I've been thinking about alot is how incredibly good PoH has become! Anyone else feeling that prayer of healing has become a real monster? There are so many fights today where you can predict the damage and maximise your gcd usage by timing a PoH so it lands JUST after your group takes the big damage, followed with you CoHing another group straight after.
Especially the priests doing KJ and M'uru should try using PoH, it's strongly recommended if you have stacked haste.
Last edited by Lambi : 06/06/08 at 5:32 AM.
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06/06/08, 7:51 AM
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#880
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King Hippo
Night Elf Priest
Silvermoon (EU)
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Originally Posted by uh...ok
Which earlier comments?
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You were saying you don't consider CoH to be that great in BT, just a situationally useful accessory heal.
2 points of crit increase the value of CoH by 0.6%. If you hit a 5th target its 25% increase. If you hit a 4th target its a 33% increase. If you hit a 3rd target its a 50% increase. If I hit an extra target every 10 CoHs that improves CoH by 2-3%. Its a no brainer.
I find that the raid naturally spreads out to a moderate degree while maneuvring the mulrocs to position for AoE. For example mages using arcane explosion have to move close or the occasional mulroc breaks off and has to be CCd temporarily. Its also an issue with mixed groups contained ranged and melee characters.
I find CoH to be useful on FLK, when DPSing caribdis and FLK himself. There is a lot of raid damage during that phase. I find holy reach to be necessary as the raid is naturally spread out due to the fact that the raid has to constantly move. My impression is that without holy reach I would miss a great many targets.
To avoid the WW on leo, the melee have to move away 3-4 seconds before the WW starts and the timer is not 100% accurate. This results in a significant DPS loss. If they move away when the ww timer ends, they generally only get 1-2 hits, which are easily healable. CoH/PoM when they move away and renew/gheal afterwards is a very effective solution for this.
Its rare the forked lightning hits the entire melee group in P1 and P3, though it does so very often in P2. However forked lightning covers about as much of the platform as CoH with holy reach does. Proper raid positioning offers a number of opportunities for using CoH. More importantly CoH allows you to cover nearly 80% of the platform as you can target it on targets 40yards away and the healing will extend around an 18 radius from that target. I find that without holy reach its pointless to use CoH on anything except the melee.
Last edited by Havoc12 : 06/10/08 at 8:46 AM.
Reason: re-arranged due to complaint from admin
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06/06/08, 7:59 AM
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#881
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King Hippo
Night Elf Priest
Silvermoon (EU)
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deleted
Last edited by Havoc12 : 06/10/08 at 8:46 AM.
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06/06/08, 8:38 AM
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#882
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Don Flamenco
Blood Elf Priest
Talnivarr (EU)
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What all you number crunchers seem to be forgetting also is that at times you won't have time/be able to check who's in the middle of the group you're CoHing, so maybe you target the person in the group that's standing at the outskirts? Then holy reach can be the difference between having 3 targets healed or 5 targets healed.
Edit: Grammar and spelling.
Last edited by Lambi : 06/06/08 at 8:45 AM.
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06/06/08, 8:45 AM
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#883
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Don Flamenco
Night Elf Priest
Bronzebeard (EU)
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Seeing some Mu'ru comments - I've been actually considering re-specing Inspiration for it, seeing as I'm either full time on Sentinel tank, or assisting with him and one of add tanks - is it worth it? Didn't really crunch the numbers to see how it would affect those 9k hits, but it's usually 2 of those plus aura that gets him killed. Got to say though, I was underrating haste by quite a bit, while I'm just starting to get it, difference is notable, especially with instants.
Previously I dropped Inspiration for Spell Warding, as "upgrades" lowered my stamina by quite a bit and I'm not really comfortable being under 10k. How does it look on P2 Muru/KJ? Most of other stuff is covered anyway. On the other hand, I never heal MT on Brutallus, so its usefulness is fairly limited.
Last edited by KamPa : 06/06/08 at 8:53 AM.
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06/06/08, 9:15 AM
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#884
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Von Kaiser
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I've never felt the need to spec into spell warding for any encounter. Most damage that isnt avoidable, is healed easily via binding heal (with exceptions, like encapsulate).
Although, binding heal is not a good idea for p1 M'uru if you are healing the sentinel tank, as its liable to get him killed. For p1 M'uru you are going to have to rely on your raid healer to keep you alive. Conversely, you shouldn't be taken very much burst in p1. The shadow pulse from sentinels is avoidable, the shadowbolt volley from void spawn is avoidable, the other adds shouldnt affect you (if they do, you have other problems). So your damage intake should consist entirely of that attack M'uru does that only hits ~ 900 or so damage, which isn't going to put your life at risk.
The sentinel tank will be taking 30-40% of his total damage as physical. So if him dying is a problem, probably won't fix th e problem (due to inconsistent procs), but it will certainly help more than 5/5 spell warding.
We've only made it to phase2 a handful of times (28% p2 wipe last night, our best attempt!), but the damage does ramp up ocnsiderably, but with PoH and BH, I still find myself one of the last to die.
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06/06/08, 9:50 AM
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#885
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Glass Joe
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Originally Posted by constantius
Two things:
1) I still use stopcasting in my macros for most of my heals to let me do just that; stopcast. It's a mana efficiency measure when I'm solo tank healing. It's not necessary, but having some way to interrupt a cast if it's going to overheal is a good thing.
2) No claims that my UI is amazing or anything, but it works for me.
ImageShack - Hosting :: currentuisn1.jpg
My GRID is fairly big because I have a lot of information on it, and I have 2.5 years of WoW raid leading experience that refuses to let me give up on knowing information like how much mana our healers have. Incoming/Outgoing heals is Parrot; I use Prat for chat frame; agUF is the unit frame mod. All of my major stuff is hidden and keybound; the fear and PoM that are showing are just copies so I can see cooldowns.
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Pretty off topic but, grats on your mace finally! :P I remember reading through this all and you being all sad about not having the offhand or the mace and now I see your avatar with your weapons sheathed! We still have only gotten 2 in 8 months of farming.. 
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