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Old 02/23/09, 7:47 PM   #126
TheDoctor
Piston Honda
 
Human Priest
 
Arathor
Originally Posted by karlusdavius View Post
Yes and no. I believe that 4% extra crit off a debuff is brilliant when you need it. If it's a trash pull, or a boss where the tank really doesn't take all that much damage in a short space of time, then that 4% extra crit turns into overheal. However, if we take Sarth when all 3 add's are down and our lovely tank starts taking a rather consistent beating. In that scenario, 4% extra crit is worth while.
In reading this it seems that you feel that the 4% is great "when you need it". But 4% crit is a 1 in 25 chance... If you are using it on Sarth breaths for example lets say pre-breath you PW:S, after the the breath you always penance->flash or greater heal... On average in that scenario you gain the DA/crit healing only 1 in every ~6 breaths more than without it. Crit at best can be factored as "on-average" because there is no way to predict or cause it to happen when you want.

By not maintaining WS on the tank all the time you are reducing hps and mana efficiency overall. Consider your WS uptime during the fight and multiply that by 4% and that is your net effect. Additionally, you seem to comment that the 4% necessarily leads to overhealing which isn't true. If you look at two simultaneous events occuring in two different realities one where WS isn't present and one where it is and that 4% being the differentiator for the crit occuring. Well in either case if it was going to overheal it will and the worst case scenario is the crit overheals for 50% of the healing more than the non-crit. Though the crit leaves a DA for 30% of the total that the non-crit didn't and will regen mana from rapture. Excluding the cases of DA overwriting for a tank mid fight there is no scenario where the non-crit is functionally better than the crit. In the absolute worst case scenario where both are totally overheal... Well then only the WS case did the heal have any redeeming qualities at all. Thereby excluding cases where additional crit = loss of DA value due to overwrites there is no reason to not have WS up.

Keeping WS up on the tank (which is usually our primary target) is like getting a neck enchant for 4% crit. It is free, it doesn't come from an item budget and there is no point in not having it.

What is the point of "rather consistent beating"? In order to make PW:S valuable on any target all you need is knowledge that said individual will take ~6500 dmg in the next 30 seconds, 15 seconds if you plan to recast, to make it absolutely effective. Trash pulls, bosses, or whatever the tanks at a minimum will fall into the ~6500dmg category. Using it on non-tanks is a considerably tougher to discuss situation but it has value there as well...

If you choose to not use PW:S very often that is your choice. The numbers show it's value and that was my goal.

Originally Posted by karlusdavius View Post
I believe that a good character is a balanced one. 30% crit unbuffed is more than enough in a 25 man raid encounter. I also feel that 10% haste should still be aimed for Simply to get close to the GCD and to make the PW:S+Penance+Flash heal a serious spike recovery rotation. My post about the pure Crit gem was merely an option. If you are currently sitting at 25% crit fully raid buffed, yes i would probably advise you to gem for more crit. At high gear levels however, i will be gemming for whatever i needed in order to reach the caps i have set out. I still feel that the gem is worth a mention, even if you split the gems up into priority.
I have to agree with Alv!ra here that there is no "more than enough" that is blanketly true... Switching gear per encounter etc is quite valuable. Though I don't agree with 30% crit unbuffed for any current situation.

"PW:S+Penance+Flash heal a serious spike recovery rotation" ... PW:S needs to be used prior to a large spike such as a Sarth 3d buffed breath if at all possible, the point would be to limit the spike there and not require significant healing. If used first you cut the breaths damage down by a sizeable portion and then can heal back the remaining damage very quickly, rather than using the PW:S post breath to prevent death and buy time. If you use it the later way you would actually be better off bringing up the tanks health doing Penance->PW:S-> Flash or Greater. As Penance even without BT is going to be better throughput than PW:S.

In other situations or encounters that do not have such unproportionally large hits using PW:S does not lose any value as you seem to believe and comment towards.

Last edited by TheDoctor : 02/23/09 at 8:10 PM. Reason: Additional thought

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Old 02/23/09, 9:18 PM   #127
Thheory
Glass Joe
 
Blood Elf Priest
 
Nagrand
Originally Posted by TheDoctor View Post
[b]
Greater Heal
1 spell power = 1.611428*1.04*1.06*(grace uptime% = 1 for simplicity) * (crit factor = 1 for simplicity) / 11500 * 2.5% = 0.0000038618 * mana pool
Penance
1 spell power = .537142*1.04*1.06*(grace uptime% = 1 for simplicity) * (crit factor = 1 for simplicity) / 11500 * 2.5% = (0.0000012873 * mana pool) * 3 ticks = 0.0000038618 * triple mana pool
...
Greater Heal
1 spell power = 0.096545 mana per cast * 5 / (2.5/(1 + haste)) -> 0.19309 mp5(0 haste), 0.24136 mp5(25% haste)
Penance
1 spell power = .2896428 mana per cast * 5 / (2.0/(1 + haste)) -> 0.72411 mp5(0 haste), 0.90513 mp5(25% haste)
Nice post, there is a calculation error with regard to Penance however, which I think arises because you multiply by 3 ticks twice. The per cast rapture return on spellpower must logically be identical for Penance and GH, because the amount healed scales with spellpower at the same rate for both (3/3.5*1.88*SP). The MP5 conversion will be 1.25 times better for Penance because of the shorter cast time.

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Old 02/23/09, 11:18 PM   #128
TheDoctor
Piston Honda
 
Human Priest
 
Arathor
Nice catch thank you. I updated the previous post so there is no confusion for anyone reading the thread. Must have hastily typed that one out.

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Old 02/24/09, 2:15 AM   #129
Cahrin
Von Kaiser
 
Gnome Warlock
 
Medivh
3.1 talents are up - MMO Champion has a calculator available.

When your Power Word: Shield is completely absorbed or dispelled you are instantly energized wtih 2.5% of your total mana, and you have a 100% chance to energize your shielded target with 2% total mana, 8 rage, 16 energy, or 32 runic power. This effect cannot occur [more than] once every 12 seconds
I'm feeling like this is absolutely crippling. I know a lot of people feel that Disc runs with infinite mana, but I certainly have issues in 3D-10 and other demanding encounters even when I have very little OH.

Other than that, there are a fair number of interesting changes. Improved Flash Heal and Soul Warding are neat talents, and the new Focused Will adds an interesting choice for those last few talent points. No mention of the group shield though, which is interesting.

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Old 02/24/09, 2:20 AM   #130
fknlo
Glass Joe
 
Undead Priest
 
Mal'Ganis
Originally Posted by Cahrin View Post
3.1 talents are up - MMO Champion has a calculator available.



I'm feeling like this is absolutely crippling. I know a lot of people feel that Disc runs with infinite mana, but I certainly have issues in 3D-10 and other demanding encounters even when I have very little OH.

Other than that, there are a fair number of interesting changes. Improved Flash Heal and Soul Warding are neat talents, and the new Focused Will adds an interesting choice for those last few talent points. No mention of the group shield though, which is interesting.

i don't get to do the hard stuff due to my schedule and being in a casual guild, but i'm not the only one that had seemingly unlimited mana. my regen felt about on par with a holy paladin while everything else felt quite a bit weaker. i think a rapture nerf was expected, but i don't think anyone saw anything like this coming. hopefully blizz will clear up what's actually going on even though i'm fairly certain that multiple shields that get fully absorbed won't return mana.

improved flash heal looks really nice, especially if it stacks with the glyph and should end the "what should i be casting" questions. reflective shield is still showing up on the talent calculator and i can see pw:b taking its place if and when it gets implemented.

Last edited by fknlo : 02/24/09 at 4:34 AM. Reason: making post more productive

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Old 02/24/09, 2:25 AM   #131
Chriso
Glass Joe
 
Human Priest
 
Quel'Thalas (EU)
I am missing Power Word: Barrier, I sure hope they get that into the game. I was rather curious to its mechanics.
With a bit of luck its just been left out of the patch notes by mistake and I will find it on a trainer on the PTR.

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Old 02/24/09, 2:52 AM   #132
Squeakster
Piston Honda
 
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Dwarf Priest
 
Eitrigg
Wow, some major changes for us.

They never mentioned Rapture in their earlier posts about changing mana regen so I was surprised to see such a major change to it. This is a major nerf to our mana regen, although I will agree that some nerf was certainly needed. PWS costs 23% base mana

0.23*3863 = 888 mana

Mental Agility and the new Soul Warding talent decrease the mana cost by 10% and 30% respectively, bringing it to 888*0.6 = 533 mana

I run about 24k mana raid buffed right now, and 2.5% of that would be 600 mana. That means each PWS I cast will eventually return to me 600 mana, a 67 mana gain. Which means that Rapture now essentially makes PWS free, which is great, but we get zero mana back from healing done?

During my guilds most recent Sarth3D kill I received a total of 112k mana back according to WWS, 52k of which was from rapture. I cast 24 PWS at a cost of 800 each (ignoring Rapture returns). With the new Rapture those PWS casts would be essentially mana free, for a total of 24*800 = 19200 mana. That means my mana returned via Rapture would have gone from 52000 to 19200, a pretty significant nerf to Rapture. Total mana returned (from all sources) would have gone from 112000 to 79000, a difference of 32800 mana. The fight lasted 563 seconds, so that works out to (32800/563)*5 = 292 mp5 that I will now be missing.

Of course I can't look at the Rapture change in a vacuum and ignore the other changes to our tree. The new Improved Flash Heal talent (-15% mana cost, +10% crit on targets with less than 50% HP) will help with mana. During the Sarth3D kill I just mentioned I cast 137 Flash Heals, which at 625 per equals to 85625 mana spent. With the new talent and the Flash Heal Glyph those will only cost 695*0.75 = 521 mana. At 521 mana per cast, 137 Flash Heals would cost a total of 71377 mana, which is 14248 mana less than without the new talent. Over the 563 seconds the fight lasted that works out to a gain of 127 mp5. Which means we are still down about 165 mp5.

Of course those calculations were based on a fight before the upcoming talent and spell changes, so it doesn't account for any changes in usage of those spells. I mean that the changes made clearly buff PWS and Flash Heal good bit, so when 3.1 hits I will use those more often than I am now which means the above mana calculations will be different (with a better outcome).



On a different note, Divine Aegis finally stacking is a nice change and should help our throughput and the group targetable PoH is really nice but is so expensive maybe not that helpful.

(Edit) I forgot to mention that the removal of the 4 second CD from PWS (talented) is very welcome and should also help increase the usage of PWS which is nice now that it is roughly mana free. I missed the change to Focused Will on my first read through, the extra 3% crit is certainly welcome although it adds more bloat to the bottom of the tree. I am tentatively thinking about going with this build.

(Edit 2) Fixed a math error in my flash heal calculations.

Last edited by Squeakster : 02/24/09 at 4:25 AM.

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Old 02/24/09, 3:09 AM   #133
fknlo
Glass Joe
 
Undead Priest
 
Mal'Ganis
cannot happen more than once every 12 seconds.

nobody is sure if this applies to the mana return, the effect on the shielded target or both. you also only get mana back if the shield is fully used. looks like a massive nerf.

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Old 02/24/09, 3:17 AM   #134
TheDoctor
Piston Honda
 
Human Priest
 
Arathor
A lot of changes right out the gates... They noted that they will be updating the PTR with more changes. PW:Barrier is hopefully going to be in that set.

Some things are definitely going to change for us though now. Rapture is a huge hit to our mana pool, though it was quite out of control in its current form. There were times were Rapture was 3-4 times the Replenishment returns I was receiving.

I find the wording of the new Rapture a little off. It has two effects first it when fully consumed/dispelled regens 2.5% of our mana and has a 100% chance to energize the shielded target with mana/rage/runic power/energy. This effect cannot occur more than once every 12 seconds. I am figuring the italics is the intention.... What I wonder is if that 12 seconds is per individual. Meaning 2 shields on 2 tanks, is it possible for both to trigger the effect they each get the rage and I only get the mana from one. Or is only the first shield capable and all others are not for 12 seconds.

If my math is right this late at night it would seem that a consumed PW:S is mana free at 22390 mana and at my current 25k raid buffed would regen ~65 mana. At best that means if you got it every 12 seconds it yields ~260.5 mp5. Which isn't bad but it also isn't anything close to the amount of mp5 I have seen from the current rapture.

Grace nerf I feel like is a punishment. It penalizes us for healing anyone other than our primary target. This one should get reverted. BoS is the same damage reduction and doesn't need to be maintained.

More after I have slept.

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Old 02/24/09, 3:26 AM   #135
Debby
Von Kaiser
 
Human Death Knight
 
Sylvanas (EU)
Originally Posted by Squeakster View Post
Wow, some major changes for us.



(Edit) I forgot to mention that the removal of the 4 second CD from PWS (talented) is very welcome and should also help increase the usage of PWS which is nice now that it is roughly mana free. I missed the change to Focused Will on my first read through, the extra 3% crit is certainly welcome although it adds more bloat to the bottom of the tree. I am tentatively thinking about going with this build.
If shield barrier is implemented I don't know if there will be a enough points to get Focused Will.

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Old 02/24/09, 3:27 AM   #136
fknlo
Glass Joe
 
Undead Priest
 
Mal'Ganis
Originally Posted by TheDoctor View Post

Some things are definitely going to change for us though now. Rapture is a huge hit to our mana pool, though it was quite out of control in its current form. There were times were Rapture was 3-4 times the Replenishment returns I was receiving.

I find the wording of the new Rapture a little off. It has two effects first it when fully consumed/dispelled regens 2.5% of our mana and has a 100% chance to energize the shielded target with mana/rage/runic power/energy. This effect cannot occur more than once every 12 seconds. I am figuring the italics is the intention.... What I wonder is if that 12 seconds is per individual. Meaning 2 shields on 2 tanks, is it possible for both to trigger the effect they each get the rage and I only get the mana from one. Or is only the first shield capable and all others are not for 12 seconds.
illumination was still better than rapture from pretty much everything i've seen. it doesn't appear to be getting touched.

the wording sounds weird, but it definitely looks like you can only get the actual effect once every 12 seconds. it's not like you can shield someone more than once every 15 seconds anyway.

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Old 02/24/09, 3:29 AM   #137
Hyperbolicious
Glass Joe
 
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Human Priest
 
Korgath
bah Fknlo beat me to it.

I concur it is a massive nerf to rapture, holy now has the HPS advantage as well as the regen.

Disc feels lacking.

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Old 02/24/09, 3:35 AM   #138
Vvandort
Glass Joe
 
Undead Warlock
 
Sen'jin (EU)
Originally Posted by Squeakster View Post
Which means that Rapture now essentially makes PWS free, which is great, but we get zero mana back from healing done?
Not only are rapture returns from direct healing missing. We'd also lose rapture returns from PW:S (replaced) and from Divine Aegis (removed!). While direct healing was by far the biggest contribution, the missing DA returns still count quite a bit.

Either does the 12 seconds limit apply to the mana return to the casting priest only, or Weakened Soul has been changed -- with the current 15 seconds WS, a 12 seconds limit per target would be meaningless.

As discipline healing shifts to absorption even more with PW:S every GCD, stacking DA and (probably) PW: Barrier, tracking the actual absorption amounts becomes more and more important. I had hoped 3.1 would bring changes to the combat log.

Enlightenment buffed to 6% (spirit and haste).

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Old 02/24/09, 3:41 AM   #139
fknlo
Glass Joe
 
Undead Priest
 
Mal'Ganis
Originally Posted by Hyperbolicious View Post
bah Fknlo beat me to it.

I concur it is a massive nerf to rapture, holy now has the HPS advantage as well as the regen.

Disc feels lacking.
i don't think disc would have succeeded in harder content without quite a few positive changes. if it were to go live with what they have planned now it would pretty much be a dead spec. there's going to be months of testing ahead, but that really isn't that comforting with blizz's record on this kind of stuff.

as it was, holy had a single target healing advantage even with shielding included. disc isn't even going to be an option without a ton of changes.

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Old 02/24/09, 3:54 AM   #140
Hyperbolicious
Glass Joe
 
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Human Priest
 
Korgath
Originally Posted by fknlo View Post
as it was, holy had a single target healing advantage even with shielding included. disc isn't even going to be an option without a ton of changes.
Ghost Crawler has said a few times that they want to bump Discipline healing to be closer to that of a Holy Paladin, however these changes do not seem to reflect that desire.

Disc needs some form of scaling via talents to allow it to keep up, if anything just call it quits and make Discipline a hardcore PVP tree and quit trying to prop it up with mediocre talents for PVE.

I have been healing as Discipline for most of Wrath so far and I do enjoy it, the talent additions/changes are quite disheartening. I don't want to have to be holy to not suck.

Blizzard will hopefully see the error in there ways in the weeks to come, holy is just looking too damn sexy at the moment XD

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Old 02/24/09, 4:10 AM   #141
Désespoir
Banned
 
Undead Priest
 
Cho'gall (EU)
Rapture was rewarding the player for efficient healing, now Rapture is no more rewarding at all.

I'm a very sad panda.

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Old 02/24/09, 4:10 AM   #142
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
Well yes, the rapture change quite definitly is a nerf, however I've been arguing in the BB in the past that Rapture is a bit too good and probably will need a nerf. Maybe this one overshoots a bit but we have to actually test it and provide feedback before declaring all gloom and doom.

Remember, right now an equipped Discipline priest basically does not drop below 85% mana on everything except Sarth+3 and Malygos. And we're supposed to get gear upgrades in Ulduar. So something had to happen. Actually, these changes to the shielding mechanics and interactions for discipline look like perfectly matched to a fight like Malygos. That's the fight were mana might still be a problem but if we can now cast a shield every GCD and receive a bit of mana if the shields are used up, guess what we will be doing during Vortex which right now is a huge mana sink but won't be anymore.

And we haven't yet seen PW:Barrier which is still upcoming.

Right now, I don't use my shadowfiend and mana potions because I don't need to. I don't really mind if I have to use them again, but of course I do mind if I just run oom easily and can't do my job. Blizzard however is certainly not going to butcher this new tree and healing style and if it's too harsh, they will change it again. After all, it's all up there for testing.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather

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Old 02/24/09, 4:10 AM   #143
caladein
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Goblin Hunter
 
Wildhammer
Originally Posted by Cahrin View Post
3.1 talents are up - MMO Champion has a calculator available.
Here's the link as the MMO-Champion front-page is always a little less than "stable".

As for builds, I have no idea how to fit the new Disc talents along with Inspiration/DP.

Originally Posted by Snowy View Post
Lightwell owns even more because there's more charges for you if other people don't use it as much!

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Old 02/24/09, 4:20 AM   #144
Hyperbolicious
Glass Joe
 
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Human Priest
 
Korgath
Originally Posted by Cadfael View Post

Remember, right now an equipped Discipline priest basically does not drop below 85% mana on everything except Sarth+3 and Malygos. And we're supposed to get gear upgrades in Ulduar. So something had to happen. Actually, these changes to the shielding mechanics and interactions for discipline look like perfectly matched to a fight like Malygos. That's the fight were mana might still be a problem but if we can now cast a shield every GCD and receive a bit of mana if the shields are used up, guess what we will be doing during Vortex which right now is a huge mana sink but won't be anymore.
Sadly it still will be due to the 12 second CD on the 2.5% mana return from a PW:S being fully absorbed/dispelled.

What is nice though is that you can spam 1 second GCD ~6k shields in AE heavy environments. I think allowing rapture to return mana based off of PW:S and Divine Aegis absorption would put the talent right around where it needs to be.

I agree that the amount of mana it was returning from healing alone was rather large.

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Old 02/24/09, 4:23 AM   #145
Headhuntress
Von Kaiser
 
Undead Priest
 
Darksorrow (EU)
I don't see how it's hard to fit the talents. You just skip 2 points of Mental Agility and still spec 57/14. As for the changes that's a major disappointment. So far we got a massive regen nerf with zero throughput or scaling changes. And yes Disc was rarely dropping below 80% but that was mainly because of rapture returning 40 and 50 thousands of mana per fight. They could just nerf it to 1.5%. Rewarding players on effective healing was a unique and smart mechanic now not only it's dumbed down but also nerfed to the ground. Of course it's too early for now and we should wait for blue posts and new PTR builds in case they have changes in mind.

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Old 02/24/09, 4:42 AM   #146
Cadfael
Witch doctors park in gear
 
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Cadfael
Worgen Priest
 
No WoW Account (EU)
Originally Posted by Hyperbolicious View Post
Sadly it still will be due to the 12 second CD on the 2.5% mana return from a PW:S being fully absorbed/dispelled.
I really read the instantly charges you as happening always and only the charging up on the target to be once every 12 second. Notice the ", and" separator between the two things. In all other tooltips that have these, it often means that there are two effects and limitations on the second do not apply to the first and vice versa. Besides, the tooltip has a typo anyway : "This effect cannot occur once every 12 seconds" instead of "This effect cannot occur more than once every 12 seconds"

I am really certain that the "this effect" refers only to the rage,mana,energy,rp generating effect and not to the self-replenishment. Otherwise taking away the cooldown on PW:S in general and reintroduce another limiter with cooldown right again makes no sense at all. The fact they are removing the cooldown on PW:S and reducing mana cost on Flash Heal really show they want us to use these two spells primarily. It just doesn't make any sense if shielding on GCD when all shields are used up (heavy AOE) will kill our mana and runs us dry. But well, we need to see how it plays out and what the new Rapture really is doing.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather

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Old 02/24/09, 4:46 AM   #147
fknlo
Glass Joe
 
Undead Priest
 
Mal'Ganis
Originally Posted by Cadfael View Post
I really read the instantly charges you as happening always and only the charging up on the target to be once every 12 second. Notice the ", and" separator between the two things. In all other tooltips that have these, it often means that there are two effects and limitations on the second do not apply to the first and vice versa. Besides, the tooltip has a typo anyway : "This effect cannot occur once every 12 seconds" instead of "This effect cannot occur more than once every 12 seconds"

I am really certain that the "this effect" refers only to the rage,mana,energy,rp generating effect and not to the self-replenishment. Otherwise taking away the cooldown on PW:S in general and reintroduce another limiter with cooldown right again makes no sense at all. The fact they are removing the cooldown on PW:S and reducing mana cost on Flash Heal really show they want us to use these two spells primarily. It just doesn't make any sense if shielding on GCD when all shields are used up (heavy AOE) will kill our mana and runs us dry. But well, we need to see how it plays out and what the new Rapture really is doing.
if you look at how pw:s works with weakened soul then the "cannot occur more than once every 12 seconds" makes absolutely no sense in the context of the secondary benefit on the person it's cast on. they can only get a pw:s on them once every 15 seconds as is so it looks like that little blip of text would be referring almost exclusively to the mana regen part of the talent. hopefully blizz will clear this up fairly quickly.

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Old 02/24/09, 4:49 AM   #148
Squeakster
Piston Honda
 
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Dwarf Priest
 
Eitrigg
The "cannot occur more than once every 12 seconds" has to apply to the 2.5% mana back to the priest because it would be redundant if it referred to the target getting shielded - Weakend Soul already guarantees that the target wont get the effect more than once over 15 seconds.

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Old 02/24/09, 4:59 AM   #149
Cadfael
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Cadfael
Worgen Priest
 
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Unless weakend soul was removed or diminished or it's meant as a limiter to the secondary effect once we start PW:Barrier many targets in one cast.

The point is if it's really reduced to once every 12 second it becomes an extremely weak talent and depending how the mana reductions in general on Shield and Flash Heal turn out, one you might not even put full points into it. And this on one of the two hallmark talents that disc got.

Last edited by Cadfael : 02/24/09 at 5:07 AM.

"Take the universe and grind it down to the finest powder and sieve it through with the finest sieve and then show me one atom of justice, one molecule of mercy. And yet you act as if there were some sort of rightness in the universe by which it may be judged."
- Discworld: Hogfather

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Old 02/24/09, 5:03 AM   #150
Jess
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Jess
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If rapture returns power to the target when the shield is fully absorbed, then it's perfectly possible for the shield to become absorbed near the end of or after weakened soul has worn off, and then a fresh shield absorbed within 12 seconds. On a pull, for example.

Last edited by Jess : 02/24/09 at 5:08 AM. Reason: clarity

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