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01/11/08, 4:27 PM
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#201
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Great Tiger
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Originally Posted by Skyhoof
I thought pushback resistance was one of the few mechanics in the game that was additive. For example the 70% from Earth Shield was added to the 35% from Aura of Concentration to equal 100% resistance (105% technically).
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I thought pushback was additive as well. It may be capped at 99% or somthing..unfortunately I don't know of a good way of keeping track of this. I remember a guildy saying he got pushback once with the 70% interuption prevention and Earth Shield on but I can't say that I've ever noticed any. At the time I just assumed it was additive and I speculated that it was an indication it was capped at 99%.
Perhaps some one can warstomp a frog and let it attack you while you chain cast. Using quartz there will be a red indicator on the cast time if additional time was added due to pushback.
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01/11/08, 4:31 PM
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#202
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Bald Bull
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My general concept of "topping someone off" is that they're not likely to take damage again in the immediate future, as opposed to raid-healing or tank-healing where there's a constant stream of damage. In situations like this I'm not sure that Efficiency is really a good way to be looking at which heal to select. Wouldn't it be best to select the cheapest spell or combination of spells in absolute mana cost that gets them to full health? Looking only at efficiency and not at absolute heal and absolute cost seems like it would have you select an overheal resulting in wastage, or an underheal requiring a followup of a possibly-wasteful spell.
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01/11/08, 5:14 PM
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#203
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Needs to think of a better user title.
Blood Elf Paladin
Mal'Ganis
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Originally Posted by PSGarak
My general concept of "topping someone off" is that they're not likely to take damage again in the immediate future, as opposed to raid-healing or tank-healing where there's a constant stream of damage. In situations like this I'm not sure that Efficiency is really a good way to be looking at which heal to select. Wouldn't it be best to select the cheapest spell or combination of spells in absolute mana cost that gets them to full health? Looking only at efficiency and not at absolute heal and absolute cost seems like it would have you select an overheal resulting in wastage, or an underheal requiring a followup of a possibly-wasteful spell.
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From my experience with it, it certainly appears to be addative. I've had numerous occasions with Earth Shield active and multiple mobs beating on me and seen no pushback while attempting to heal myself.
Originally Posted by Chicken
I am 100% certain it does. It used to be the case it didn't give mana through spiritual attunement, but this was changed in the same patch that made it so that overhealing wouldn't generate mana through spiritual attunement.
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Interesting. Does it proc with PoM as well? I was always under the impression that since ES was considered to be a self-heal that it wouldn't proc Spiritual Attunement.
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Originally Posted by DeeNogger
Every time I bite into an oatmeal raisin cookie mistaken for a chocolate-chip an angle loses its wings. Fucking trani's of the cookie world!
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Originally Posted by castille
Squirrel sex. Get your nut and go home.
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01/11/08, 5:27 PM
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#204
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Co-starring: The Egg
Blood Elf Paladin
Azjol-Nerub (EU)
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Originally Posted by Sarutobi
Interesting. Does it proc with PoM as well? I was always under the impression that since ES was considered to be a self-heal that it wouldn't proc Spiritual Attunement.
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It procs from Prayer of Mending as well, and I believe from the "bloom" a Lifebloom does when it runs out too.
It doesn't proc from any other forms of healing that counts as having done it yourself, I'd guess these spells have had a special exception made for them. Not that there are many other spells that work like this, the only real exception that comes to mind being Judgement of Light, the healing of which does not proc Spiritual Attunement regardless of whether it's your own Judgement of Light or the Judgement of Light from another Paladin.
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01/11/08, 5:32 PM
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#205
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Great Tiger
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Originally Posted by PSGarak
My general concept of "topping someone off" is that they're not likely to take damage again in the immediate future, as opposed to raid-healing or tank-healing where there's a constant stream of damage. In situations like this I'm not sure that Efficiency is really a good way to be looking at which heal to select. Wouldn't it be best to select the cheapest spell or combination of spells in absolute mana cost that gets them to full health? Looking only at efficiency and not at absolute heal and absolute cost seems like it would have you select an overheal resulting in wastage, or an underheal requiring a followup of a possibly-wasteful spell.
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Yes you should select the most efficient spells in order to heal your target to full. I'm not really sure what you are disagreeing with. I dont' think anyone is suggesting always useing a certain rank for every health defecit.
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01/11/08, 7:10 PM
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#206
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Bald Bull
Blood Elf Paladin
Darksorrow (EU)
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This is easy to test, every paladin should know they're additive as holy spec + concentration aura means I never got pushback (unless I forgot to put the aura up).
I think what PGGarak means is that while a higher efficiency spell is nice and all, but if it's going to overheal you loose all that nifty efficiency. Then again, downranking is generally more efficient anyway, so you don't really change to a difference spell becuase your heal is inefficient, unless chain heal is not an option but HPS is needed in which case LHW will be more efficient than high rank HW if low rank HW is just too low HPS (as in, other people also need heals). Basically the bottom line here is that there will be some odd situations where LHW *will* be the best spell to use.
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01/11/08, 8:30 PM
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#208
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Don Flamenco
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Originally Posted by Negre
I did number crunching of every piece and it appears to me that the best pieces to replace would be the boots, gloves, and chest. This raises a couple of questions:
1) Why does the guide have the 10 Storms bracers, boots, and gloves listed? It seemed to me like the bracers and belt gave the least hit to stats (maybe I screwed up my math somewhere)
2) Does anyone see a better piece to replace than the chest? Again, maybe I mis-calculated, but it seemed to be the 'best' piece to lose.
Thanks in advance for any advice you guys have to offer (and its time to go sucker some people into doing BWL runs).
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Boots, gloves, bracers or belt are probably all viable options for T2. It will depend largely on what gaer you currently have. However, you don’t want to use both T2 chest and gloves. If you do, you won’t be able to get the four piece T6 bonus.
P.S. You may want to consider resocketing some of that gear. For example, the belt would really benefit from some living rubies or spinels if you can get them. You could also put two red gems in your shoulders.
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01/11/08, 8:53 PM
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#209
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Von Kaiser
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Originally Posted by Skyhoof
Boots, gloves, bracers or belt are probably all viable options for T2. It will depend largely on what gaer you currently have. However, you don’t want to use both T2 chest and gloves. If you do, you won’t be able to get the four piece T6 bonus.
P.S. You may want to consider resocketing some of that gear. For example, the belt would really benefit from some living rubies or spinels if you can get them. You could also put two red gems in your shoulders.
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There's, of course, other inconviences with trying to get T2 chests. If I recall correctly, boots, gloves, bracers, belts drop off the bosses in the first half of BWL, so it may or may not save you time. Besides, you never know when pugs of old instances will suddenly fall apart.....they tend to consist of people hoping for a romp through things with little attention to strategy which falls apart eventually.
Additionally, the first T6 most people typically will get will be gloves and then helm. (Killing Azgalor and Archimonde tends to happen before a Mother Sharaz kill) Because of such, boots/bracers/belt are the best choice if you really want to go that path. To hold off on gloves and helm would be a horrible mistake. You're going to need all the help you need with the 2pc bonus on Bloodboil/RoS/Mother Sharaz.
Gem sockets are definitely dependent on how your guild groups you though. Some shamans in my guild love having MP5. Generally, my belief is that you should find the MINIMUM mp5 you can live with and still finish each fight with like 20-30% mana to spare. (For those instances when things don't quite go as planned :P)
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01/11/08, 9:20 PM
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#210
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Glass Joe
Tauren Shaman
Twisting Nether
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Originally Posted by Skyhoof
Boots, gloves, bracers or belt are probably all viable options for T2. It will depend largely on what gaer you currently have. However, you don’t want to use both T2 chest and gloves. If you do, you won’t be able to get the four piece T6 bonus.
P.S. You may want to consider resocketing some of that gear. For example, the belt would really benefit from some living rubies or spinels if you can get them. You could also put two red gems in your shoulders.
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I just changed the gems in my belt to [Luminous Noble Topaz] - would it be getter to go for the Living Rubies and ditch the socket bonus?
Also, I was referring to which piece I should switch out now (since tanks get priority in our guild on tier gear and we're just starting on Bloodboil) since I probably won't be seeing that T6 bonus for a while. Thanks for the advice so far though. 
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01/11/08, 10:22 PM
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#211
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Glass Joe
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Spell haste vs. crit
Just a little something that isn't really mentioned a lot in the main post... I'm not a whiz at analyzing game math and I'm only a part-time healer in SSC/TK, so I haven't picked this apart yet, but I'm definitely interested in throwing the idea out and getting a more comprehensive view. I've been told repeatedly that emphasis on crits is bad, but generally from the angle of it being unreliable or massive overheal when using Healing Wave.
TL;DR- Crit beats haste on Chain Heal?
HPM- Crit totally wins, it's free and the spells cast through haste aren't.
HPS- It's situational, but I feel like crit might win here too. Crit definitely is the overheal champ, but comparing to haste is most fair when you're casting nonstop. If your CH isn't topping off your targets, critical heals are not wasteful, and luck streaks won't matter, you're just going to keep spamming CH either way. Crit heals on the first target are likely to be overheal, hops are more likely to be effective.
Gear- Question mark. Haste items are limited, and some are dps caster gear or healing with +spirit. Crit only exists on PVP gear and gems/enchants, it gets brownie points for not relying on drops. Percent-for-percent, [Living Earth Bindings] is 1.8% haste, [Vindicator's Ringmail Bracers] is 1.2% crit when gemmed with [Iridescent Fire Opal] to match +healing.
The tricky part. Haste is essentially a constant +% of healing. Crit is complicated. Being pessimistic and saying that the main target always results in overheal for you or another raidhealer, you've got <crit%> chance of doing 50% more (er... right?) healing twice per cast. The very rough itemization gap above means you get more +% healing with haste rating, but crit has a chance to save mana when you -aren't- casting nonstop, and can close the gap any time your first target is hurt badly enough to need either the crit or Ancestral Fort proc.
Is there a big glaring detail I'm missing? Is the itemization cost off? Is it common practice to have CH top off targets in Hyjal/BT? Are moments of frantic CH spamming (~Kazzak) too rare to count? Is the reactive healing benefit of haste too good to pass up? Is it a better question to compare crit gemmed BT/S3 gear (sometimes +50% healing) vs. 2-piece Tier 2 (always +30%, minus stat differences)?
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01/12/08, 12:18 PM
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#212
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Great Tiger
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Originally Posted by Syrrh
Just a little something that isn't really mentioned a lot in the main post... I'm not a whiz at analyzing game math and I'm only a part-time healer in SSC/TK, so I haven't picked this apart yet, but I'm definitely interested in throwing the idea out and getting a more comprehensive view. I've been told repeatedly that emphasis on crits is bad, but generally from the angle of it being unreliable or massive overheal when using Healing Wave.
TL;DR- Crit beats haste on Chain Heal?
HPM- Crit totally wins, it's free and the spells cast through haste aren't.
HPS- It's situational, but I feel like crit might win here too. Crit definitely is the overheal champ, but comparing to haste is most fair when you're casting nonstop. If your CH isn't topping off your targets, critical heals are not wasteful, and luck streaks won't matter, you're just going to keep spamming CH either way. Crit heals on the first target are likely to be overheal, hops are more likely to be effective.
Gear- Question mark. Haste items are limited, and some are dps caster gear or healing with +spirit. Crit only exists on PVP gear and gems/enchants, it gets brownie points for not relying on drops. Percent-for-percent, [Living Earth Bindings] is 1.8% haste, [Vindicator's Ringmail Bracers] is 1.2% crit when gemmed with [Iridescent Fire Opal] to match +healing.
The tricky part. Haste is essentially a constant +% of healing. Crit is complicated. Being pessimistic and saying that the main target always results in overheal for you or another raidhealer, you've got <crit%> chance of doing 50% more (er... right?) healing twice per cast. The very rough itemization gap above means you get more +% healing with haste rating, but crit has a chance to save mana when you -aren't- casting nonstop, and can close the gap any time your first target is hurt badly enough to need either the crit or Ancestral Fort proc.
Is there a big glaring detail I'm missing? Is the itemization cost off? Is it common practice to have CH top off targets in Hyjal/BT? Are moments of frantic CH spamming (~Kazzak) too rare to count? Is the reactive healing benefit of haste too good to pass up? Is it a better question to compare crit gemmed BT/S3 gear (sometimes +50% healing) vs. 2-piece Tier 2 (always +30%, minus stat differences)?
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Actually I like a little bit of crit. We already have 5 from resto talents though and crit is somewhat expensive in terms of itemization. Stacking a a little bit of crit is fine but due to its unpredictable nature and how well our spells scale with +healing you shoudn't stack like a paladin or anything.
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01/12/08, 7:42 PM
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#213
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Bald Bull
Blood Elf Paladin
Darksorrow (EU)
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Crit is not reliable HPS. It's as much of an HPS increase as the scarab is. It is not reliable and will likely to not proc when actually needed as most fights don't need max HPS *all* the time. Haste will always be there to increase your HPS when you need it.
For efficiency, obviously HPS does nothing (except allowing more downranking while keeping enough efficiency, although that's probably a rather small benefit compared to the efficienty you'd get from other stats). Crit however is pretty bad too because you heal assuming you're not going to crit and thus it'll very often overheal and not do anything even when it does work. Not to mention even if it didn't overheal crit would still be an expensive stat as a way of increasing efficiency. Only use for crit is if your job is to keep +25% armor on the tank.
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01/12/08, 8:12 PM
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#214
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Von Kaiser
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Originally Posted by Skyhoof
I thought pushback resistance was one of the few mechanics in the game that was additive. For example the 70% from Earth Shield was added to the 35% from Aura of Concentration to equal 100% resistance (105% technically).
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I'm quite certain pushback resistance is additive, at least from talents. I've not once had pushback with concentration aura active. I suppose it's possible that pushback from two abilities (ie. concentration aura and earth shield) are multiplicative, though.
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01/12/08, 9:55 PM
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#215
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Bald Bull
Blood Elf Paladin
Darksorrow (EU)
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It's very easy to test - stack 100% pushback interruption and you'll see you'll never get interrupted. I don't remember ever getting pushback with holy spec and concentration aura on for the ~1.5 months I've been 70 with him, and the shaman in my party on hex lord seemed to be keeping up with the heals just as well so probably wasn't getting pushback either (which means if you run with a resto shaman he should have conc aura at least for that fight unless you decide to not earthshield the tank).
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01/13/08, 1:04 AM
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#216
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postcount++
Malan
Tauren Shaman
No WoW Account
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It may be worth noting that in phase 2 of RoS in BT, the Totem of the Maelstrom will allow a shaman to chain cast HW rank 1 at zero mana cost if their raid runs past the no mana point of the phase.
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Shitting up every single thread on EJ since '06
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01/13/08, 3:46 AM
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#217
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Great Tiger
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Originally Posted by Malan
It may be worth noting that in phase 2 of RoS in BT, the Totem of the Maelstrom will allow a shaman to chain cast HW rank 1 at zero mana cost if their raid runs past the no mana point of the phase.
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Yup I used that trick quite a few times. I mentioned it before but I think it was in the other resto thread. too bad rank 1 doesn't heal for 600 on RoS anymore :-(
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01/13/08, 6:16 AM
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#218
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Glass Joe
Draenei Shaman
Argent Dawn (EU)
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Zul'Jin dropping totems in eagle phase does not cause you to take damage from the waterspouts. You can safely drop Searing Pain totem.
Using Heroism in eagle phase might not be the best phase for, because people are running around avoiding waterspouts and mages, warlock and priest will be wanding. Maybe heroism would be good if your in group with a hunters and melee dps.
Last edited by Naginda : 01/13/08 at 6:41 AM.
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01/13/08, 8:09 AM
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#219
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In the hurricane season many people die
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Originally Posted by Naginda
Zul'Jin dropping totems in eagle phase does not cause you to take damage from the waterspouts. You can safely drop Searing Pain totem.
Using Heroism in eagle phase might not be the best phase for, because people are running around avoiding waterspouts and mages, warlock and priest will be wanding. Maybe heroism would be good if your in group with a hunters and melee dps.
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when it comes to that - healing stream totem is really superb here. Might also be an idea not only for resto shaman but for ele and enh as well.
Also, for all jewelcrafters (even non healer) it might be a nice idea to take [Dense Stone Statue] along which should also heal the whole group for about 2000 each without being a cast.
Last edited by Mano : 01/13/08 at 8:10 AM.
Reason: grammar
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01/13/08, 10:33 AM
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#220
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Von Kaiser
Tauren Shaman
Mannoroth (EU)
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Why do you prefer the +9stam + run speed enchant and not vitality?
For raiding issues i clearly see more use in mp5 than in runspeed and stamina.
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01/13/08, 1:17 PM
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#221
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Party and EDWARD OMG
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Originally Posted by Kulaar
Why do you prefer the +9stam + run speed enchant and not vitality?
For raiding issues i clearly see more use in mp5 than in runspeed and stamina.
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This is an oft-argued point, but it basically comes down to being a matter of preference. Increasingly, encounters require varying degrees of mobility, and Boar's Speed helps in that respect. On the other hand, you have the MP/5 zealots claiming that Vitality is too much MP/5 to ignore. If you don't have mana issues, then obviously go with Boar's Speed. Pick your poison!
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01/14/08, 12:39 AM
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#222
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Glass Joe
Draenei Shaman
Blood Furnace
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Cure Poison/Disease Macro
The way the Cure Poison/Cure Disease macro is written goes over the 255 allowed characters for the macro, but this is fixed by removing one of the showtooltip lines, however i had another question:
what if I wanted to add an option to also allow mouseover healing, anyone happen to know off hand how i would do that, or am i better off just heading to the macro forums?
could i do like, [target=player, mouseover, nomodifier] Cure Poison ?
Thanks
Last edited by vints : 01/14/08 at 12:40 AM.
Reason: spelling
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01/14/08, 5:08 PM
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#223
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Glass Joe
Draenei Shaman
Tichondrius
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Watershield in a another macro?
Because I often forget to renew the watershield, especially if it has been dispersed due to an attack, I am considering putting watershield into a macro. I don't want to put it in one of my healing macros, since it incurs a GCD. I'd put it in the earthshield macro, but that doesn't need refresh quite enough. Has anyone put watershield into a macro for something else? What do you join it up with?
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01/14/08, 5:24 PM
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#224
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Glass Joe
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Originally Posted by Slothrop
Because I often forget to renew the watershield, especially if it has been dispersed due to an attack, I am considering putting watershield into a macro. I don't want to put it in one of my healing macros, since it incurs a GCD. I'd put it in the earthshield macro, but that doesn't need refresh quite enough. Has anyone put watershield into a macro for something else? What do you join it up with?
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Honestly you just need to get in the habit of refreshing it whenever you have a 1-2 seconds waiting for someone to take damage or when you have to move for something. It's almost like a nervous tick for me these days, hitting my Water Shield hotkey. There's no benefit to letting it fall off so, just refresh it whenever you've got a brief break from casting regardless of stacks or time left.
Btw, Water Shield hotkey for me is 4 
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01/14/08, 5:32 PM
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#225
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Glass Joe
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Originally Posted by Syrrh
TL;DR- Crit beats haste on Chain Heal?
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If you have a shadow priest in your group, haste CRUSHES crit (esp. for chain heals). If you're not w/ a spriest then on most fights you kinda do need a reasonable amount of mp5 in place of haste but yeah.
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