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The Blue Dragon card doubles your spirit regen when it procs
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Can you confirm the double spirit? The card reads "allows 100% of mana regen." This does not suggest 2 x spirit, but it does suggest that your 'out of combat' regen will be in effect for 15 seconds. My out of combat regen =/= in combat regen. I couldn't get a confirmation of the effect from the Wow Head posts either.
On a different note, I'm looking over logs and character profiles and seeing a lot of resto shaman sitting at 1400 - 1600 haste. Herbalism is not among most of the profiles I'm seeing, but is there the potential (in this tier) to benefit from lifeblood (20 sec, 480 haste, 2 min cd, NO GCD). Simple math ensues:
World of Logs - Real Time Raid Analysis Is a link to my healing breakdown for Wyrmbreaker. I was right at 1400 haste for the night. If you click on Healing by Spell you can see the breakdown of my spells, how much they hit for (and tick for) and where I'm pulling this information from.
Hots are time-locked into frames, such as 10 seconds for healing rain and 21 seconds for riptide. (
see earlier post). The key here is that resto shaman are pushing their gear to get 1410 haste (at least).
1410 + 480 = 1890 haste, adding an extra tick to all riptides cast during this time.
The real gain is Healing Rain. Healing Rain will heal every 2 seconds for 10 seconds with NO HASTE.
I stacked 1625 haste for this week so I am in the middle of two haste blocks for riptide, but around 2005 haste I get an extra tick on Healing Rain. One tick of Healing Rain averaged 1100. Healing rain ticks for 2500k when not on groups larger than 10, and about 800 when on the full raid.
Given these numbers, and 1625 + 480 = 2105, this will absolutely give 1 extra tick of healing rain. 2 can potentially be cast during the uptime with other spells cast in the mean time. Healing rain can also proc earth living weapon. That said, at its least an extra tick of healing rain will be 800 x 25 = 20000 extra healing. At its best it will be 3 x 10 = 30000. This assumes away crit.
I didn't get into earth living, since the prior post suggests almost 3k for an extra tick. With the above we will take the total time (2 min or 120 seconds) for up and cooldown and the total healing increase done (20000 x 2 + 2500 = 42500) for a ratio of 42500 / 120 = 375 hps sustained increase. A less conservative estimate would be 520 hps (without including crit or earth living weapon). If we consider 20% crit, 1.5*0.2 = 0.3 added to the calcs, or 1.3 modifying this should increase results as well. This also assumes away other healing (reduces HW/CH casts by about 0.9 sec, 0.05 sec w/tidal waves).
This is a viable debate for lower tiers (pre 2000 haste) since we could stack int, but is it advantageous over 80 int from other professions?