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12/10/08, 6:49 AM
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#736
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Von Kaiser
Dwarf Priest
Laughing Skull
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Have you even been on a raid in wrath havoc? Or is all this complaining and generation of hypothetical scenarios that never actually happen in the game for 5 man content? Your example seems to have no bearing on any content in the game whatsoever.
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12/10/08, 7:29 AM
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#737
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In gear/DCT lock pin
Human Priest
Alleria (EU)
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First let me say that I applaud the work people here put into demonstrating what exactly the CoH cooldown is going to mean to us, especially when it's based on actual analysis, not gut feeling.
However:
Constructing theoretical scenarios in WoW rarely leads to usable results. This is especially true because Blizzard designs encounters, they don't just happen. Players modify them by behaving in unexpected ways, but basically all important things that we encounter in the game is by design.
We don't need to create scenarios that might occur, except when that possibility is given within the degree of freedom that the players have. It's an interesting thought game, but not one that is beneficial to us playing the game. Theoretical scenarios also lead us to mistakes because we tend to overlook solutions that we naturally find in actual encounters. The missing use of PoM and Binding heal in this scenario is an example of that. It's not stupidity, it just happens when we construct in the void.
We can also construct a scenario that only a priest and no other class can solo heal. But it's no use - because Blizzard won't design such an encounter. And should they do so by making a horrible mistake, they will fix it, probably even hotfix it. We can modify Havoc12's theoretical encounter but adding a bit of movement - and where does that leave the shaman and the paladin then?
I think this is a research project that is not going to be helpful. Let's turn to more relevant projects. EP values based on statistical analysis of actual WWS logs, anyone?
Last edited by Hegen : 12/10/08 at 2:43 PM.
Reason: Typo
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Originally Posted by Jeremy Clarkson
The simple fact is this. We are told to concentrate more. But we can only do that if we are allowed to go considerably faster.
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12/10/08, 8:04 AM
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#738
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Glass Joe
Blood Elf Paladin
Silvermoon (EU)
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Originally Posted by constantius
Problem with using my list from the Fusion forums is that I haven't updated it to reflect Malygos/Sarth loot that wasn't known on Beta. Belt and chest are wrong, for example.
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You could try Raid Loot Lists - WotLK Loot.
It has Malygos 10 & 25 and Sarth 10 & 25 loot lists (and explains how the drakes change Sartharion's loot).
Hope it helps.
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12/10/08, 8:45 AM
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#739
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Piston Honda
Night Elf Priest
Trollbane (EU)
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For some reason I forgot to check what the Rapture constant was for Level 80 until today. Anyway, it seems to be 0.00845'ish.
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12/10/08, 10:11 AM
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#740
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Apple Zealot
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Originally Posted by constantius
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Originally Posted by constantius
Intellect version, and keep your spirit slightly higher with raid buffs. Great regen trinket.
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Is there a reason you changed your mind? I'm not meaning to sound like a smart ass -- I just want to clarify the contradiction.
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12/10/08, 10:23 AM
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#741
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Von Kaiser
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He actually listed both.
The spirit version is listed in both the throughput section and the regen section.
The intellect version only appears in the regen list.
[Edit] I guess he did only mark the spirit version with a (*)...
My thinking is the following:
90 int is flat out better than 90 spirit. You do lose about 20 spell power, but since you are using a regen trinket we can assume you're willing to take a significant amount of extra mana and .6% crit over 20 spell power.
However, 300 int is not necessarily better than 300 spirit for regen, because of the way OO5SR regen works. I'm sure everyone remembers that, if you have a fixed amount of int+spirit, then OO5SR regen is maximized at a 1 int: 2 spirit ratio. And a 300 point swing the wrong way might be enough to outweigh the max mana based regen possibilities.
For concreteness lets start at 1100 int, 1100 spirit, and see what happens with just replenishment and OO5SR regen.
(Assuming SoR, Kings, and no MS for the procs, pretending we already counted all of this for the base stats.)
With an extra 330 int, you gain 5 * .005775 * 1100 * (sqrt(1330) - sqrt(1100)) = 105 mp5.
" " 347 spi, 5 * .005775 * (1447 - 1100) * sqrt(1100) = 332 mp5.
That's 227 mp5 OO5SR for spirit. With meditation and 10% OO5SR, that's (.9 * .3 + .1) * 227 = 84 mp5 in favor of spirit.
330 int = 4950 mana, and .0025 * 4950 * 5 seconds = 62 mp5 in favor of intellect.
So that's roughly a 20 mp5 difference, or 60 mana per proc ... not quite as much as I would have guessed.
Of course there are things you can do during either a 300 int or spirit proc (shadowfiend, cheat the 5sr) to help one more or the other.
Last edited by Morakk : 12/10/08 at 11:07 AM.
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12/10/08, 10:41 AM
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#742
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Von Kaiser
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Originally Posted by The Not So Evil
For some reason I forgot to check what the Rapture constant was for Level 80 until today. Anyway, it seems to be 0.00845'ish.
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So, to clarify, the formula for Rapture at level 80 is (amount healed or absorbed) x (maximum mana / 3863) x 0.00845, and the heal number to achieve 2.5% of max mana is 3863 / 0.00845 x 0.025 = 11428? Is this accurate? I remember my calculations working with the 0.01035 figure I'd seen earlier, but to be honest I might have done those calcualtions at level 70. It's been a while (more than a few hours at least).
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12/10/08, 10:53 AM
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#743
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Von Kaiser
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Originally Posted by Playered
When comparing to Wild Growth keep in mind that it is only better if it is left alone for the majority of its full duration - and it has its own downsides of the fact it takes 7 seconds to do this healing, its not instant.
Considering most of the AoE healing will target the same people this is generally not often the case.
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This is an important consideration to make regarding the comparison between Druid AoE healing and Priest AoE healing.
I can't help but bring up the fact, however, that Circle of Healing is our 41-point Holy talent.
Wild Growth is a 51-point talent.
At the risk of sounding obvious, by definition, it would seem, Wild Growth *should* be a stronger spell, taking into consideration the relative "weight" of talent points. On top of that, we get many more talent points to invest in bettering our CoH, and we even get a glyph for it. Of course now, you could argue, that since CoH is getting a nerf, so are a lot of our other talents.
And on top of everything, Circle of Healing will still beat Wild Growth in ALL situations where that group heal is needed NOW.
Last edited by meddle : 12/10/08 at 11:00 AM.
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12/10/08, 11:00 AM
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#744
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King Hippo
Night Elf Priest
Silvermoon (EU)
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I think I should make a reply here.
The senario is valid. Having two large aoe hits (more than 50% the average DPS hit points) on the raid within a short (5 second) period of time is a very valid senario. Which is why the 5 second mark is important.
Some people feel apprehensive about hypethetical senarios, but they work really well, when their limitations are understood.
The model was specifically chosen to show what the full extent of the nerf to CoH is. No other analysis short of actual data from a raid post nerf can give a more valid, relevant or accurate answer. I am sure some people will chose to not believe this analysis, but I am not really concerned.
Obviously the senario is specifically chosen to a) Demonstrate the full effect of the nerf b) Challenge a shaman who is the current benchmark to his absolute limits. Obviously for many other senarios there are mitigating factors. If the encounter allows the effective use of lightwell, PoH or PoM, holy priests will still be very competitive, despite the nerf, because they were so far ahead before that even this big a nerf is only enough to bring them in line with the other healers.
Also the senario demonstrates in full the weaknesses of the CD as a solution. Just look at the same senario with only two casts of CoH, but put both those casts in the very begining and follow up with some binding heals. Loss of the freedom to position CoH anywhere in a sequence is a big nerf in itself. Mixing instants with channelled casts results in long intervals so freedom to position the instants appropriately is a very important concern.
Test of Faith has been taken partially into account in the analysis as is the potential for crits to change the situation, so the analysis is quite watertight.
To be fair the senario clearly shows that if the holy priest is given a steady stream of suitable targets he can still produce very competitive HPS even with CoH at 6 seconds. The biggest nerf is in our ability to keep people alive in a multitarget senario.
At the end of the day however, we have to wait and see what blizzard has in store for us. Personally if this nerf comes without any mitigating factors, especially a long awaited fix to the current bugs with lightwell, I am not very confident about the future of priests in 25 man raids.
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Wildgrowth with a 6 second CD is better than CoH with a 6 second CD. There is no question of that. COH heals for a very small amount compared to the HP that raiders have these days. If the heal is needed NOW, then CoH won't make a difference and it only takes 2 seconds for WG to heal for a comparable amount to CoH. WG however has significant synergy with other aspects of druid healing and it will continue to play a much larger role in druid healing post nerf than CoH will for holy priests. Though a chunk of WG was being able to maintain it the hot on a very large number of people, its nowhere near as important for the spell as chaining is for CoH.
Last edited by Havoc12 : 12/10/08 at 11:05 AM.
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12/10/08, 11:13 AM
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#745
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Von Kaiser
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What would irk me most about a 6 second cooldown on CoH is that PoM is on a cooldown of similar length. And 6 and 7 second cooldowns especially would not play nice together, I think...
It feels like there might be a happy amount of haste that would make them play nice, but I'm a little too tired to work it out myself right now.
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12/10/08, 12:26 PM
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#746
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Von Kaiser
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I think that any suggestion that a cooldown is going to affect Wild Growth in the same way as it affects Circle of Healing is ludicrous. A cooldown will always have less impact on a HoT than on a direct spell because spells that work over time automatically have a chance of recasts being redundant. This is *especially* true when the cooldown is less than the duration of the HoT, which it is in this case. Certainly a six second cooldown affects the usefulness of Wild Growth, but it hurts Circle of Healing much more.
I really don't think that this nerf is the end of the world, but it is poorly thought through in two ways, one is that applying the same cooldown to an instant burst and a HoT makes little sense, the other is that it goes against their stated goal of trying to make groups not matter by making groups matter because Prayer of Healing is a strong AoE heal. The solution to the second part, of course, is not to remove the cooldown but to fix Prayer of Healing and Holy Nova. The first part might not need a solution, but if it doesn't then there was probably a problem in the other direction in the first place.
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12/10/08, 12:43 PM
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#747
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Glass Joe
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Is there a Discipline Priest Gear ultimate List?
Deleted
Last edited by poohbear302001 : 12/10/08 at 2:50 PM.
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12/10/08, 12:51 PM
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#748
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Von Kaiser
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There's some good coh cooldown discussion, and some good numbers. But all of it is preparation for an eventual discussion of how raid encounter "NYI" is built in a way that is impossible for a priest to heal, making the priest class no longer as viable as it is now for 25 man content.
The numbers and discussion are good, but I think it's important to also consider that the situations discussed are hypothetical. Blizzard has already discussed the possible need to update existing content to coincide with this change, and I would take that to mean that future content would be built with this in mind also.
So.. I appreciate the work people have done in thoroughly understanding/working through the changes, there's a lot of good stuff on rotations, etc, but I'm ready to move on. If a situation does show up later that only the old CoH can address, we'll have this work to depend on to prove that this isn't and wasn't ever a good idea(and a few people being able to spout a few told you so's). But until that happens, I almost think we need a seperate thread for discussing the cooldown.. It seems like it's become the primary priest thing to discuss, and is 'taking over/drowning out' the other general healing discussion going on here.
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12/10/08, 1:12 PM
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#749
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Von Kaiser
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The scenario is valid. Having two large aoe hits (more than 50% the average DPS hit points) on the raid within a short (5 second) period of time is a very valid scenario
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So, what fight does this happen in?
More generally, my problem with your scenario is that you appear to have carefully chosen the intervals, totals and damage to 'just happen' to make some priest tools inadequate to the task at hand. For example, you take PoM off the table by making the interval large (5 seconds) rather than 2-second ticks of 4K damage (and I can actually find examples of 2-second ticks of 4K damage... 10K at 5 second intervals, not so much). You choose spellpower, damage and life so that one application of CoH 'just happens' to leave everyone 100 health short of surviving a second attack. You remove PoH as an option by assuming the people being healed are not in your party. So in addition to being (arguably) unrealistic, the scenario appears also to be contrived.
Oh, and:
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Test of Faith has been taken partially into account in the analysis as is the potential for crits to change the situation
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Not really. In particular, you don't account for the fact that some 75% of the time the initial CoH will crit at least once, leaving that person with enough health to survive the second shot of damage even if you can't get to them before the five second mark. Also, using Guardian Spirit on one person leaves you trivially able to save two and often able to save three depending on crits.
Last edited by bbartlog : 12/10/08 at 1:20 PM.
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12/10/08, 2:36 PM
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#750
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Soda Popinski
Pandaren Priest
Windrunner
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Originally Posted by Distomos
Is there a reason you changed your mind? I'm not meaning to sound like a smart ass -- I just want to clarify the contradiction.
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It's your call, really. If you want a regen trinket, then 90 int >> 90 spirit as a static stat. If you want a "balanced" trinket, then 90 spirit > 90 int, because it provides some spellpower as well as regen (assuming you're holy, of course, which is the point of this thread).
90 spirit is the more "balanced" choice. I would make your decision (assuming you decide to spend 3000g to buy one, at my conservative estimates based on proc chance of getting the cards you want and the cost of Eternal Life atm) based on what your second trinket is.
If you have [Forethought Talisman], get the 90 int version. If you want to use it in conjunction with *another* regen trinket, get the 90 spirit version (so you at least get *some* spellpower).
And remember: that loot list is entirely arbitrary, and just what I decided, for myself, based on the context of my guild and our raids. YMMV, etc, etc, etc.. (and in case someone looks at my Armory, I have 2 chests (T7, Sanctum) and I wear them both on occasion, as well as 2 weapons (Spire of Sunset, Staff of Restraint) for similar reasons).
There's very few "wrong" choices when it comes to gearing. For example, I consider [Signet of Manifested Pain] to be the BiS healer ring. It's obviously a "dps ring", but it's still amazing compared to our other choices because it has so much haste, crit, and spellpower that we can afford to drop some spirit/Mp5 to get it. Similarly, my first choice for a neck is [Cosmic Lights], which thankfully is much less competitive because most dps casters are ending up using [Wyrmrest Necklace of Power] instead.
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Anyone who cannot cope with mathematics is not fully human. At best he is a tolerable subhuman who has learned to wear shoes, bathe, and not make messes in the house. - R.A. Heinlein
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