My new guild has 2 resto shamans only one of which believes in chain heal. The other one casts riptide and LHW until he goes oom with the Twins at 40% so needless to say I don't believe this is a viable healing spec for shamans. Would there be any benefit at all, ever to having this type of "resto" shaman in your raid?
Yes. Its a very good strat for reactive or steady healing on tanks and basically provides 100% uptime on ancestral fortitude. However, those things are not really needed on twins. It's good for NRB or anub phase 3. Even when using RT LHW LHW type healing I still weave in CH's for its mana efficiency, the proc off riptide, and additional healing to melee. The only times I do not weave ch into tank healing are when are no targets for CH to bounce to or targets you don't want it to bounce to (anub).
If this person never uses ch at all I seriously question his understanding of the class. It has great uses even when tank healing. RT and LHW are great reactive and mitigation healing, but every spell has its use and CH has many even aside from raid CH spam bot.
I agree that chain heal isn't the only spell we cast but as you said you'd question his knowledge of his class. This fellow had 3 chain heal casts in a entire reg 25 man raid.
Things are more like they are now than they ever were before. - Dwight Eisenhower
My main spec is elemental, but I go resto for this encounter as chain heal is very effective. Hots are really the name of the game for the fight, and as such I change my glyphs out for Chain heal (always use that anyway), Earthliving and Healing Stream.
Wondering if anyone else does the same and whether or not there is a better set of glyphs for the fight. We have no issue downing the fight, and I usually put out around 9k+ hps, just interested in what other people do as far as glyphs.
Earthliving is a terrible glyph. It's by design unimpressive, and is bugged to not even be as good as it should be. Instead of increasing proc chance from 20% to 25%, it increases the 20% proc chance by 5% (of 20%) to 21%. If you're looking for more HoT output as a resto shaman, the Riptide glyph is powerful. Here is a general overview of all the glyph options available to you:
Wow, I was not aware of how terrible the Earthliving glyph was. Now I'm glad I asked the question, and am thankful for your input. Looks like I'll go Riptide in its place.
My new guild has 2 resto shamans only one of which believes in chain heal. The other one casts riptide and LHW until he goes oom with the Twins at 40% so needless to say I don't believe this is a viable healing spec for shamans. Would there be any benefit at all, ever to having this type of "resto" shaman in your raid?
He is using the 'old' (pre 3.2) healing style : RT + LHW. The thing is that things have changed a lot on our mechanics and shamans have renewed their healing style. We now use Chain Heal a lot more (of course we still use LHW if someone need a fast healing or if there are very few people injuried and they are far from each other meaning a CH wouldn't heal more than one person).
Moreover you're talking about the Twins, even if he would be assigned to tank healing the Twins are THE fight were Chain Heal is king : between 12 and 25 grouped players who takes constant damages ... could you dream about something better ?
The only reason I can see for not playing CH in the Twins is if you forgot to buy the spell from the trainer (but maybe then it should be good to think about about playing another class).
Earthliving is a terrible glyph. It's by design unimpressive, and is bugged to not even be as good as it should be. Instead of increasing proc chance from 20% to 25%, it increases the 20% proc chance by 5% (of 20%) to 21%. If you're looking for more HoT output as a resto shaman, the Riptide glyph is powerful. Here is a general overview of all the glyph options available to you:
Can anyone confirm post Patch 3.2 that it is still only providing the 21% benefit. This is more to satisfy my OCD for accurate information in the TTT. Even if the glyph increased the chance by 25%, there would be better glyphs to use. However, none of the shamans who recently posted HEP reports used that glyph (as you would expect since it's not a good choice).
As Jessamy pointed out, the conventional wisdom was that the ES Glyph provided the biggest boost to healing. However, I believe he posted that before the recent patches boosted both how far CH will jump and the increased healing provided by each jump. CH now appears to be the best shaman glyph overall.
The ES Glyph is still very effective boost to healing and it's useful in every fight. However, the CH glyph appears quite potent -- either alone or when combined with the Tier 8 four piece bonus. I would very much like to see a HEP report from a shaman with the RT and CH glyph and four pieces of Tier 9. The last post I happened to see on Tier 9 was by Stassart back in October which showed a HEP value of 102 for the 2-piece bonus and 13 for the 4-piece bonus.
As you can see, neither shaman swapped glyphs during the report. So while the HEP of the LHW appears low, I would suspect that on particular fights it was quite high. However, if you just want to have 3 glyphs that you rarely change, the best choices appear to be 1) CH 2) ES 3) RT.
These reports make me wonder if the current default HEP value of crit is too low at 0.6 and should be 0.8. Conversely, the HEP of Int may be a bit too high at 0.7 and would be more appropriate at 0.6.
As you can see the HEP value of haste is above the default value of 1.5. However, Daidalos and I have been discussing this issue and plan to post some research on the HEP of haste for shamans who already have 800 or 1000 haste. I played around with his spreadsheet briefly and my initial conclusion was that somewhere around 1000 haste, the HEP of haste becomes fairly equal with SP or MP5.
Here's are two HEP reports that were posted a while ago by two shamans who I both consider excellent healers
Glyph
HEP
HEP*
CH
64
184
ES
59
92
RT
--
56
LHW
31
--
WS
27
44
Stat
HEP
HEP*
SP
1
1
Mp5
0.63
0.98
Haste
1.6
1.7
Crit
0.75
0.84
Int
0.54
0.66
IED
25
51
T8-4
--
159
* Had four-piece Tier 8 bonus and the other shaman did not. Neither had T9 bonuses
Here's are two HEP reports that were posted a while ago by two shamans who I both consider excellent healers
...
Stat
HEP
HEP*
SP
1
1
Mp5
0.63
0.98
Haste
1.6
1.7
Crit
0.75
0.84
Int
0.54
0.66
IED
25
51
T8-4
--
159
Using either of these weights, the HEP for [Pulsing Spellshield] is coming out higher than [Pride of the Kor'kron] for me in lootrank. Maybe add it to the TTT's 245 and below section? It's very easy to acquire.
My results are the same as Jessamy for the glyphs effects as you can see below :
Current glyph report:
Glyph of Chain Heal:
Count: 545, effective: 930948 (1.28%), total: 1112525 (0.83%)
Combat count: 515, effective: 884809 (1.27%)
total: 1053697 (0.94%)
Combat Chain Heal hps increase: 415.7784
Combat EHPS increase: 31.8866
HEP: 56.0308
Glyph of Earth Shield:
Combat count: 2709, effective: 1722589 (2.48% combat effective)
(note: this count is the times the glyph provided a benefit.)
Earth Shield EHPS increase: 73.4298
Combat EHPS increase: 62.0784
HEP: 109.0834
Glyph of Lesser Healing Wave:
Count: 1301, effective: 1039537 (1.43%), total: 1813673 (1.35%)
Combat count: 1297, effective: 1039374 (1.49%),
total: 1808521 (1.61%)
Glyph of LHW Combat hps: 312.4070
Combat EHPS increase: 37.4568
HEP: 65.8187
Glyph of Water Shield:
Combat time saved refreshing Water Shield: 5 mins 3 secs
Combat EHPS increase: 27.4017
HEP: 48.1499
Set Bonus Report:
Tier 9 2-piece:
Effective: 2046948 (2.82%), Total: 3428046 (2.55%)
Combat Effective: 1980324 (2.85%), Total: 3213769 (2.87%)
Combat EHPS: 71.3666
HEP: 125.4046
Tier 9 4-piece:
Chain Heal:
Non-crit Effective: 6003299, Count: 1731
Crit Effective: 6852214, Count: 1541
Number of crits from T9 4-piece: 163
Increased average effective per crit: 978
T9 4-piece Combat Effective: 160081
Combat EHPS: 5.7690
HPS HEP: 10.1372
Combat extra mana: 24157
Combat MP5: 4.3529, Mana HEP: 0.3734
HEP: 10.5106
I'm not using the RT glyph, but maybe I should give it a try.
The ES glyph is for me way above the CH one, but this report has be done with ToC10/25 normal and heroic and Uludar 10/25 HM. Meaning there are a lot of raid 10 logs in it, and it prolly lower the effect of Chain Heal glyph compared to someone who would do only raid 25 as you got more chances to find 4 targets for your CH in raid 25 than in 10.
That's exactly why I no longer list Glyph of Chain Heal as a recommended "mandatory" glyph for all shaman healers. Its value varies significantly between 10 and 25 man content. For example, on the Twin Valkyrs encounter, I use just about all Chain Heal on 25 man mode, and never or rarely cast the spell on 10 man mode.
I have updated my glyph overview to note the strength of the Chain Heal glyph in 25 man content.
The haste rating would have to rise to 1.7 before the leather belt becomes No. 1 again. However, to be honest, I personally would rather have the 38 mp5 rather than a useless 76 spirit. However, it could also be handy to have both and gem the leather belt solely for haste for shorter fights.
The only reason I can see for not playing CH in the Twins is if you forgot to buy the spell from the trainer (but maybe then it should be good to think about about playing another class).
I regularly get assigned to soaker healing on our Twins HM kills, a job at which CH is absolutely terrible while RT, 1.1s LHWs, (and sometimes 1.3s HWs) shine. Obviously you won't get the 10k hps CH can give you there but I consider it the only viable style of healing when on that assignment. (That doesn't mean that i think CH is bad, quite the opposite. Just saying that there can be reasons not to use it from time to time, even on twins )
The haste rating would have to rise to 1.7 before the leather belt becomes No. 1 again. However, to be honest, I personally would rather have the 38 mp5 rather than a useless 76 spirit. However, it could also be handy to have both and gem the leather belt solely for haste for shorter fights.
You can consider that at 5-600 haste its HEP is 1.7 and around 1000 HEP it's 1.5.
The crit rating HEP is around 0.6 at 5-600 haste and around 0.7-0.8 at 1000 haste.
Of course those are 'common average values' which depends on your asignement, personnal gameplay, fight and so on. But according to the differents HEP report posted they seems to be pretty accurate for everyone.
As you said : crit rating's HEP is usually highter than Int. Prolly because of the 3.2 changes to mana regen.
I think that even if the [Cord of Pale Thorns] would be a little ahead in term of global HEP I would still go for the [Belt of the Ice Burrower] as spirit is definitly worth 0 HEP for us, and keeping a few items with MP5 is a necessity. A complete set of haste/crit would be nice for throughput but would also be totally unusable as we would be OOM after 1 or 2 minutes in a difficult fight.
Scrusi, sorry but my English being pretty low, I don't know what is a soaker ? A person who take the balls during the fight ? And is it in 10 or 25 version ?
Scrusi, I too concentrate on the goalies in 25 man hard mode Twin Valk fight.
Also, I cast some LHW on the people who get targeted with the individual DOT that forces them to change essence.
Our goalies now stand much closer to the groups, so close that CH can bounce from them back to the group. Our kills are cleaner, but that could simply be due to gear and overall knowledge, not necessarily the new positions. They don't stand that close to get CH bounces, they stand that close to do their duties more easily.
Also, how do you guys get 10k hps? I'm just below 7k, 60% CH, 10% LHW (so I do lose some hp/s by doing that much LHW). We usually have 4 AOE healers, two druids, a holy priest and shaman with CH. The paladin heals both tanks with very little help. Is it just that my guild's other 3 healers are so good, i've got less to heal?
Also, how do you guys get 10k hps? I'm just below 7k, 60% CH, 10% LHW (so I do lose some hp/s by doing that much LHW). We usually have 4 AOE healers, two druids, a holy priest and shaman with CH. The paladin heals both tanks with very little help. Is it just that my guild's other 3 healers are so good, i've got less to heal?
I think hes referring to the theoretical HPS ch on 4 targets provides. I tend to be in the 7k hps range on a typical aoe heavy fights where I get mostly 4 bounce CHs.
I think hes referring to the theoretical HPS ch on 4 targets provides. I tend to be in the 7k hps range on a typical aoe heavy fights where I get mostly 4 bounce CHs.
Yeah, 7-8k is standard for me on twins (when not healing our soakers, which are too far out for CH bounces) I've hit 10k before when we didn't have a druid. When we do, the druid has the 10k
When I'm not healing soakers I use virtually no LHW (2 on our last kill). Distribution tends to be along the lines of 70% CH, 12% ELW, 10% RT, 7% ES, 1% AA.
I'm a quiet and regular reader of EJ but do not post very often. As patch 3.2 aproached lots of things have changed, so the shaman's healing did. And lots of shamans in lots of raids means there are lots of different assignments on heal and many ways of how they're doing their job. I often wonder how you obtain your HEP values any why they are like that, because it does not match my observations. I also disagree that the Riptide Glyph is a Glyph of big worth. From my point of view, CH is the way to go for the vast majority of encounters, use the Tidal Waves buff on occassion for 1 oder 2 HWs and the go back to CH. CH is a very sustainable spell one could cast forever for the duration of an encounter. I use Riptide in only a few situations:
- I have to move ( and someone needs heal)
- I have nothing else to do and I am bored
- I know about an event where lots of heal is required in advance, so I set 1 or 2 Riptides to boost CH.
- last but not least in the special case of P3 at Anub hardmode, where I heal a dedicated penetrating cold target with lhw+riptide to gain other healers more time for that particular target right after the application of the debuf (otherwhise I do tank heal just there).
The way to gear for CH is to minimize manaregeneration, maximize spellhaste by not doing a horse-trade, using CH Glyph and also going for crit as it supports throughput and WS procs. The first point I'll do by sensing it not by any calculation. The others can be calculated and I gave and give haste a very high value while not having problems with being low on mana. In fact, I have such little mana issues that I go for Revitalizing Skyflare Diamond...
So, what does Shaman_hep tell me (from a Tribute to Insanity Log)?
Current glyph report:
Glyph of Chain Heal:
Count: 295, effective: 518659 (5.65%), total: 675973 (2.48%)
Combat count: 284, effective: 500906 (5.66%)
total: 653507 (2.64%)
Combat Chain Heal hps increase: 500.8230
Combat EHPS increase: 146.0880
HEP: 527.4468
Glyph of Earth Shield:
Combat count: 135, effective: 88432 (1.00% combat effective)
(note: this count is the times the glyph provided a benefit.)
Earth Shield EHPS increase: 33.9337
Combat EHPS increase: 25.7910
HEP: 93.1178
Glyph of Healing Stream Totem:
Combat count: 1714, effective: 123792 (1.40%), total: 124255 (0.50%)
(note: this count is the times the glyph provided a benefit.)
Healing Stream Combat EHPS increase: 11.8055
Combat EHPS increase: 36.1037
HEP: 130.3515
Glyph of Water Shield:
Combat time saved refreshing Water Shield: 55 secs
Combat EHPS increase: 41.9936
HEP: 151.6168
I was quite a bit surprised by those numbers. I gave haste twice the value of SP before but I also believed that I screwed that a bit by believing that small and fast CHs are better than slow and bigones (and overvaluating haste) even if the theoretical Hps should be higher with less haste and more of other stats as SP. So while haste normaly should not become better if you gain more and more haste (at high numbers of haste even more) I think it states that it heavly relys on your style of healing. I'd say Sunwell is back. I hope I used Shaman_Hep the right way and if you are in need of logs or any other help, let me know.
How do I find out? I searched the shaman_hep report for meta and skyflare but could not find anything though I set META_INCREASED_CRIT = 1.
If you are using the [Revitalizing Skyflare Diamond] set META_INCREASED_CRIT = 3. I will add an example to the configuration with that setting as "# META increased crit percentage" is easy to miss and think it is a toggle and add a warning if it is not set to 0 or 3.
Currently shaman_hep supports taking that meta into account, but reporting the value of using it is on my TODO list.
That report is the largest value for T9 4-piece I have seen, so that was definitely interesting. The full report was not posted, but I am guessing that Chain Heal is a very high percentage of your heals. [Edit: From the WoL that is incorrect.]
That may be the first report I see with HEP that high : MP5 HEP at 1.37, Haste at 2.27, Cirt rating at 0.93 and int at 0.88. All of the HEP are very high. You got a good SP of 2700 but that's nothing abnormal, so I'm wondering why you obtain thoses values.
Even if you're spamming CH all the fight long and it always hit 4 targets, can a Glyph reach a value of 527 HEP ?
It also seems like the way you play (extremely massive CH using) gives some more value to the 4 pieces T9 bonus than we are used to see. But even with reaching a 50 HEP value, you should check about going down to two pieces T9, it may be of some improvement to change two pieces (the helm and shoulders in your case), you would gain some crit rating on your shoulders and haste on the helm. I can't be sure that it would be worth it for you, but it's worth checking.
May you tell me how long is your CH's cast ? 1.7 or 1.6 seconds ?
I was quite a bit surprised by those numbers. I gave haste twice the value of SP before but I also believed that I screwed that a bit by believing that small and fast CHs are better than slow and bigones (and overvaluating haste) even if the theoretical Hps should be higher with less haste and more of other stats as SP.
That's the point : the theorical value of SP or crit is higher than the 'real' one, and that's mostly because if your co-healers aren't sleepy the benefits of SP or Crit will mostly go to overhealing and then being nearly useless (except helping a little with mana regeneration for the crit, but you said you had no mana problem).
Looking at the WOL report provided, the percentage of CH wasn't very high but overheal was. At 63% OH on CH, 73% on LHW and 71% on RT it makes sense that spellpower and crit get devalued because they add nothing to effective healing (and therefore the value of haste rises.)
Looking at the WOL report provided, the percentage of CH wasn't very high but overheal was. At 63% OH on CH, 73% on LHW and 71% on RT it makes sense that spellpower and crit get devalued because they add nothing to effective healing (and therefore the value of haste rises.)
We determined in the other thread that the cause of high HEP values lied primarily in the way we modeled overhealing. This is true the higher our overhealing, the more weighted towards haste your log will parse.
We determined in the other thread that the cause of high HEP values lied primarily in the way we modeled overhealing. This is true the higher our overhealing, the more weighted towards haste your log will parse.
Correct. Basically the reasoning is that if you have 30% overhealing 30% of your spells gain no benefit from additional spell power making haste more useful. Similar calculations for crit but you look at the % of crits that overheal.
Personally I select gear around certain encounters and sometimes certain parts of those encounters(heroic twins or anub p3). The other fights I am not typically stressed enough to bother to optimize for them.