I'm thinking of trying to get the elemental belt and boots and use them with a four piece resto bonus once the patch hits. The elemental helm and shoulders also look like more crit/haste for a loss of some mp5. The elemental legs also look better than the resto legs (unless you have the Sunwell legs), despite the spell hit on the elemental legs. However, the chest and gloves do not look superior to the resto items.
What are others planning to wear after the next patch?
Available for me are:
8/8 heal T6
Sunwell healing shoulders, chest, gloves
Ele shoulders, legs, chest, belt.
No matter how I play with it, losing even so few as one very good sunwell healing piece is not worth getting the 2pcT6e bonus. In my case I'd wear the ele legs (which are only slotted once, which is always bad), and then had to swap out either the chest from M'uru or shoulders from Twins.
Available for me are:
8/8 heal T6
Sunwell healing shoulders, chest, gloves
Ele shoulders, legs, chest, belt.
No matter how I play with it, losing even so few as one very good sunwell healing piece is not worth getting the 2pcT6e bonus. In my case I'd wear the ele legs (which are only slotted once, which is always bad), and then had to swap out either the chest from M'uru or shoulders from Twins.
Wait until you get the elemental boots and then use the boots + belt. Keep the 4pc T6 bonus with the helm/chest/bracers/shoulders
That is what I have done anyway. Although I do not have the sunwell chest so that was not taken into consideration. Perhaps it is better to keep the Sunwell chest and instead use the T6 gloves.
I wear [Garments of Serene Shores]. In my rankings it's the item with the most weighted stat increase over T6, especially as the T6r chest is horribly itemized for our current needs anyway.
But as all of you did value this pretty high I looked more into it, and found my error. It was to forcibly swap the legs. They are actually a rather good piece of garment. If anything, I should swap the shoulders. I've linked my stat weightings a few pages back if you remember.
The three new T6 items are indeed really close, so [Skyshatter Belt] goes out for [Skyshatter Cord], and I'll take T6e shoulders, which are better than T6r shoulders.
Honestly, I'd get [Garments of Crashing Shores] instead. Haste generally has better returns than MP5, which is easily made up for by gemming for INT (see the Resto theorycraft thread on why INT is better than mp5). Not only that, but the socket bonus of 5 SP is better than 2 mp5. So using what I believe is current theory on stat weights and what gems for each slot
1. Red: SP
2. Yellow: INT (haste if your mana is fine)
3. Blue: SP + mp5
10 int is worth 6 mp5 (see Resto Theorycraft thread for details)
The stat comparisons:
These numbers don't even include the extra .25%crit you get from 20 INT. I think that 40 haste and the added crit are well worth the 19SP and 6 mp5 sacrifice.
Can someone help me with a macro involving Tidal Force pls?
I use some macros including some spells/items with a cooldown. Those macros should normally still work when one of the spells/items is on cooldown. I never had problems with it before. But Tidal Force won't work with those macros.
My standard macro looks like this - "/stopcasting" is only in some of these macros btw (if I insert Nature's Swiftness instead of Tidal Force, Healing Wave goes through, with Tidal Force it doesn't):
If I adapt the macro for Tidal Force like this for instance I can only use it off CD. When Tidal Force is on CD, it says "spell not ready" and Healing Wave isn't cast:
#showtooltip Tidal Force
/script UIErrorsFrame:Hide()
/cast Tidal Force
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/cast [target=mouseover] Healing Wave
Any ideas and help welcome how to fix this. Is Tidal Force bugged maybe?
#showtooltip Tidal Force
/script UIErrorsFrame:Hide()
/cast Tidal Force
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/cast [target=mouseover] Healing Wave
Any ideas and help welcome how to fix this. Is Tidal Force bugged maybe?
in fact, tidal waves triggers the GCD. nature´s swiftness doesn´t. there is the problem.
when tidal waves triggers, the macro will stop automatically.
call it a bug or intended by blizz. we don´t know yet.
I have read a discussion about this problem alredy in which more and more people ment that it "should" be a bug.
(sorry cant find it anymore.. but should have been in these forums.. maybe somewhere at the wotlk discussion)
that gives me some hope as I´d like to use it for my clique-macros aswell like I use my trinkets on cooldown.
until now, I didn´t spec for tidal waves aslong as it triggers the GCD.
I know, I just forget about it when I am too busy in infight when I can use it via my clique-macros.
hopefully it is a bug due to the pursuance of nature´s swiftness.
I am currently trying to rebuild my spreadsheet but I am still quite confused as to how to use spellpower and plus healing (e.g. Earthliving weapon +heal bonus).
Right now what I am trying is the following:
(for purposes of this question please disregard crits and min/max)
I am currently trying to rebuild my spreadsheet but I am still quite confused as to how to use spellpower and plus healing (e.g. Earthliving weapon +heal bonus).
Right now what I am trying is the following:
(for purposes of this question please disregard crits and min/max)
Any help would be much appreciated. Thanks in advance.
My spreadhsheet is still a work in progress (sorry work has had like melting servers on fire n such lately) but I have the right calcs for LHW and HW just look at my sheet. If you have any questions feel free to pm me.
I have looked at your spreadsheet and I have found an error in your healing wave cast time with both builds/gearsets
the talent tree currently states that the effect of TW is to "lower the cast time" of your next LHW or HW.
while the buff that is applied has a tooltip that reads:
"increase your spell haste by 30%..."
the former is incorrect. Testing shows that the TW'd HW is in fact a 1.75 sec cast, corresponding to what would be 143% haste or alternatively, if you simply take the casting time of your HW (t) and the subtract .3(t) you will end up with the actual TW'd cast time of 1.75. I have tested this with several levels of haste. The same applies for LHW.
From what I can tell, TW does not stack multiplicatively with haste rating as BL does.
I have looked at your spreadsheet and I have found an error in your healing wave cast time with both builds/gearsets
the talent tree currently states that the effect of TW is to "lower the cast time" of your next LHW or HW.
while the buff that is applied has a tooltip that reads:
"increase your spell haste by 30%..."
the former is incorrect. Testing shows that the TW'd HW is in fact a 1.75 sec cast, corresponding to what would be 143% haste or alternatively, if you simply take the casting time of your HW (t) and the subtract .3(t) you will end up with the actual TW'd cast time of 1.75. I have tested this with several levels of haste. The same applies for LHW.
From what I can tell, TW does not stack multiplicatively with haste rating as BL does.
Yeah I was aware of that error sorry I just put that in kinda shooting from the hip before I was sure how it worked. I should have said something about it. I'll try to fix and add to my sheet this weekend.
Any ideas and help welcome how to fix this. Is Tidal Force bugged maybe?
Tidal Force is definitely a strange ability. It seems to incur a GCD for other similar activated abilities (Nature's Swiftness) and trinkets, at least that's what I can see at this stage. For that reason, any macro involving Tidal Force must have it listed last, as not to incur the strange GCD and make it impossible to cast NS and a trinket.
#showtooltip Tidal Force
/stopcasting
/use [Insert Trinket of Choice Here]
/stopcasting
/cast Nature's Swiftness
/stopcasting
/cast Tidal Force
/stopcasting
/cast Healing Wave
A macro as above seems to work perfectly fine for me. Give it a go and see how it happens.
Tidal Force is definitely a strange ability. It seems to incur a GCD for other similar activated abilities (Nature's Swiftness) and trinkets, at least that's what I can see at this stage. For that reason, any macro involving Tidal Force must have it listed last, as not to incur the strange GCD and make it impossible to cast NS and a trinket.
#showtooltip Tidal Force
/stopcasting
/use [Insert Trinket of Choice Here]
/stopcasting
/cast Nature's Swiftness
/stopcasting
/cast Tidal Force
/stopcasting
/cast Healing Wave
A macro as above seems to work perfectly fine for me. Give it a go and see how it happens.
Hmh, strange. I got the same problem with this macro. As long as Tidal Force is on CD, it won't cast HW, but tells me "spell not ready" and blocks HW. And that's what I don't understand. Tidal Force might have this GCD issue, but in any case it shouldn't block the spells below in the macro line while on CD imo.
Like I mentioned, NS doesn't have this issue. While NS is on CD, my NS macro just casts HW (in normal cast time) - skipping NS. And I can't "convince" any macro to skip TW while it is on CD. Is there any macro command to ignore a line while that ability is on CD?
I daresay it's impossible to 'skip' a line in a macro if that ability is on cooldown. Also, as it stands with its current incarnation, I'm assuming Tidal Force is acting like other casted abilities that have cooldowns. For instance if you have a hypothetical macro, such as
Now obviously this macro would never, ever cast the Lesser Healing Wave even if Riptide happened to be on cooldown. I'm not sure, but clicking an ability that isn't ready seems to activate a mini GCD (this may just be that my oceanic ping is attempting to call a GCD before it registers the spells on cooldown) which would disallow the second spell.
I'm of the assumption that the spell isn't actually working as intended, as it can actually be used in macros in conjunction with other abilities, yet has a weird nature that seems to hinder flexibility.
That is strange though, if it is the case. Because with Nature's Swiftness it works, like I mentioned. NS on CD does get skipped and doesn't block the following heal.
Healing Wave, Greater Heal, and base percentage mana.
At lvl 80:
Healing Wave Rank 14
25% of base mana 40 yd range
3 sec cast
Heals a friendly target for 3034 to 3466.
vs
Greater Heal Rank 9
32% of base mana 40 yd range
3 sec cast
A slow casting spell that heals a single target for 3950 to 4590.
Questions:
1. Do they scale equally, without talents? I assume they do, but assumptions kill.
2. What is the base mana of a lvl 80 priest vs a lvl 80 shaman? How is the mana efficiency comparison without talents? I assume Greater Heal wins, but I also assume shaman base mana is lower than a priest, thus it won't be by such an insanely amount as it might look on first glance.