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Old 01/20/10, 3:10 AM   #1201
PDXMarcos
upside down against brickwall
 
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Goblin Shaman
 
Mal'Ganis
The constant AOE damage in the Blood Queen Lana'Thel encounter procs Water Shield. During my 10 man run this evening it would proc on cooldown which made for interesting regen on a healing intensive encounter.

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Old 01/20/10, 7:18 PM   #1202
Doxq
Glass Joe
 
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Goblin Shaman
 
<TG>
Arthas
Originally Posted by PDXMarcos View Post
The constant AOE damage in the Blood Queen Lana'Thel encounter procs Water Shield. During my 10 man run this evening it would proc on cooldown which made for interesting regen on a healing intensive encounter.
Confirmed. I hope now that it isn't an accidental feature of the encounter on Blizzard's part, what with the immense amount of healing required to keep the raid up.

Mana Gained on our 25 man kill:

Energize	Count	Total
Replenishment	274	17,207 Mana
Water Shield	100	49,219 Mana
Replenish	11	3,454 Mana
Mana Restore	8	4,800 Mana
Mana Tide Totem	4	7,536 Mana
Nearly 50,000 mana gained just from WS, which is about 1 and 2/3 of my mana pool. I believe I ended the fight with at least 35% mana left, having popped tide early on and wearing 245 Solace and AA. Given, it wouldn't be terribly hard to wear several pieces of Intellect gear and another regen trinket and still remain haste capped without much loss in throughput, but the way WS procs right now is very nice.

That's on a 5:10 kill by the way.

Last edited by Doxq : 01/20/10 at 7:41 PM.

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Old 01/20/10, 8:09 PM   #1203
Sixthy
Greatest Shaman in the World
 
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Draenei Shaman
 
Tichondrius
Originally Posted by Bloch View Post
I'm not sure why you wouldn't want another ~4% extra healing done. I too have heroic solace and Althor's Abacus, and those two are my trinket setup for most encounters (I sometimes go double solace for things like H Anub).

My personal opinion is that if I end fights with an excess of mana (greater than ~15%), then I should go for more throughput. Having a free 6-12.5k heal every 45s is pretty nice, especially considering its "smart" and usually quite efficient. My personal recommendation is that if you end fights with over 15% mana and you are not using Althor's, you should switch.
I personally always attempted to go oom at the end of every fight, so I'd squeeze whatever throughput gear into a setup that would allow that sort of mana longevity (from fight to fight, depending) and just go from there.

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Old 01/22/10, 8:33 AM   #1204
Chanek
Von Kaiser
 
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Draenei Shaman
 
Defias Brotherhood (EU)
Of course you should aim to go oom every single fight. The optimal healing done is finishing the fight, the second the boss dies with 0 mana, and it should be something you always strive to achieve. Of course, you rarely if ever finish that dead on 0. Having played a resto shaman all through SSC->Sunwell->Naxx->ICC i've only managed to achieve it 4-5 times. Feels good when you pull it off though!

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Old 01/24/10, 4:19 PM   #1205
Ijest
Glass Joe
 
Draenei Shaman
 
Llane
This is mainly a proposition about 10 mans, I'm personally in a 10 man only guild and heal alongside either a holy priest and resto druid or the holy priest when 2 healing (so lots of tank healing). Anyway, point is, riptide on CD and Healing Wave (for spot healing too) are central in my healing toolkit.

So I was thinking: 2t8/2t10? They have amazing synergy, especially as I'm already riptiding on CD without even having 2t10 yet. I mean a lot of it comes down to timing, whether condensing the 6 second window to 5 results in having a heal ending around the 5 second mark often enough to benefit from the decreased CD. But if it does work out well, I would think it would have a dramatic enough effect to offset the hefty stat losses. Thoughts?

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Old 01/25/10, 2:59 AM   #1206
Bloch
Von Kaiser
 
Troll Shaman
 
Archimonde
Originally Posted by Ijest View Post
This is mainly a proposition about 10 mans, I'm personally in a 10 man only guild and heal alongside either a holy priest and resto druid or the holy priest when 2 healing (so lots of tank healing). Anyway, point is, riptide on CD and Healing Wave (for spot healing too) are central in my healing toolkit.

So I was thinking: 2t8/2t10? They have amazing synergy, especially as I'm already riptiding on CD without even having 2t10 yet. I mean a lot of it comes down to timing, whether condensing the 6 second window to 5 results in having a heal ending around the 5 second mark often enough to benefit from the decreased CD. But if it does work out well, I would think it would have a dramatic enough effect to offset the hefty stat losses. Thoughts?
Well, assuming you're using riptide on every CD for a 5 minute fight (seems to be about the average for ICC 10Ms). So, theoretically, you'll be casting riptide about (60*5)/6 or about 50 times during the course of the fight. With 2T8, you'll be able to reduce the CD to 5 seconds, which would allow you to cast (60*5)/5 or about 60 riptides during the same fight. So, you'll be able to increase the uptime on your 2T10 bonus by about 17%. Since the 2T10 gives +20% haste for the next spell cast (which equals 32.78*20 = 655.6 haste rating).

With not using the 2T8 bonus, we could expect 2T10 to give 50 hasted casts over a 5 minute period. This gives a benefit of about (50*655.6)/300 = 109.2 static haste*.

With using the 2T8 bonus, we could expect 2T10 to give 60 hasted casts over a 5 minute period. This gives a benefit of about (60*655.6)/300 = 131.12 static haste*.

So, you could gain 131.12-109.2 = 21.92 static haste by using the 2T8/2T10 setup. However, assuming you used the T8 hands/helm, you'd be getting:

150 int.
yellow slot
blue slot
108 crit
116 haste
205 spell power

Versus what you could have using other piece of tier 10 (251 version)

190 int.
Red slot
red slot
162 crit
80 haste
32 mp5
255 spell power

Using the HEP values from the TTT:

Default Values
Spell Power 1.0
Mp5 1.0
Intellect 0.6
Haste rating 1.5
Crit rating 0.8

2T8 is worth: (150*0.6)+(108*0.8)+(116*1.5)+(205*1) + (21.92*1.5)= 588.28 HEP
Using 2 more T10 pieces is worth: (190*0.6)+(162*0.8)+(80*1.5)+(32*1)+(255*1)= 650.6**

*Assuming you use it every cd, and assuming that you do not pre-riptide the tank.
**this does not count the HEP bonus of the 4T10, since it has yet to be determined.

So, you're better off just using 4T10 than 2T8/2T10. The reason I chose to use tier 10 gear is because its gear everyone has access to via badges and is not dependent on doing 25M content.

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Old 01/25/10, 11:47 AM   #1207
Darktruth
Glass Joe
 
Tauren Shaman
 
Eredar
An error with previous calculations of the Bizuri's Totem of Shattered Ice. You only need to maintain the buff, not keep FS up. Current calcs seem to be at keeping FS up not the relic proc. Also, consider moving a point from Thundering Strikes to Shamanistic Focus (yes you should be using wind shear you bad resto's) to pull it down to the ~25mp5 range.

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Old 01/25/10, 5:08 PM   #1208
Falcon213
Von Kaiser
 
Draenei Shaman
 
Illidan
Originally Posted by Darktruth View Post
(yes you should be using wind shear you bad resto's)
Care to explain? Wind Shear does no damage and procs nothing (other than perhaps some trinkets). Threat should almost never be a problem and the interrupt is not reliable and can even screw up interrupt rotations in 25s. In other words, it is rarely anything other than a waste of mana.

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Old 01/25/10, 5:18 PM   #1209
zh4990
Glass Joe
 
Orc Shaman
 
Spinebreaker
I suppose he refers to fights like Faction Champs, or some high-add fight where you can have your macro simply target the nearest mob and shear it whenever possible. I suppose in the second example, you could cut down damage decently over time, and in the primary example, you could save a heal or something from going off. I guess if your guild is learning a fight it might also be helpful a la Vezax, where an extra interrupt couldn't HURT if you arn't PLANNING on it, and might well save the raids bacon on occasion.

Such tactics might be better used with an elementals lightning bolt, but that doesn't really belong in a resto thread.

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Old 01/26/10, 12:39 PM   #1210
gremag
Glass Joe
 
Draenei Shaman
 
Andorhal
Originally Posted by Darktruth View Post
Also, consider moving a point from Thundering Strikes to Shamanistic Focus (yes you should be using wind shear you bad resto's) to pull it down to the ~25mp5 range.
I still don't see the point of mentioning Wind Shear...it's not affected by Shamanistic Focus and its use is very situational (given that it's not reliable without being hit capped). If you use the totem the only question is to determine which is superior: 1% crit or whatever mp5 Shamanistic Focus works out to be for you.

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Old 01/26/10, 1:58 PM   #1211
logante
Glass Joe
 
Draenei Shaman
 
Argent Dawn
ICC

Healing Focus or Healing Way?

For the longest time I did healing way for those emergency heals with NS and TF. It didn't seem like I really got hit enough to justify putting 3 points into focus.

Should a "sometimes" emergency bigger heal overwrite a consistent pushback reduction? I have not noticed a lot of pushback in ICC except for trash before the second boss. Then again, maybe there's a lot and I just have not noticed due to higher haste.

Here's another thought, how about have both by removing 3 out of elemental weapons?

What is your opinion?

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Old 01/26/10, 9:19 PM   #1212
Ijest
Glass Joe
 
Draenei Shaman
 
Llane
Originally Posted by Bloch View Post

2T8 is worth: (150*0.6)+(108*0.8)+(116*1.5)+(205*1) + (21.92*1.5)= 588.28 HEP
Using 2 more T10 pieces is worth: (190*0.6)+(162*0.8)+(80*1.5)+(32*1)+(255*1)= 650.6**
I understand this, that more t10 gives overall increased healing output, but I guess it leads to a root questioning of HEP I have. I've noticed that my overall healing output is more than fine, I am lopsidedly high on the healing meter in general, and I push lots of our druid's healing to overheal. And this is what HEP pretty much represents if I understand the concept correctly. But most fights either by design or by group error or weakness come down to specific near death moments and by my estimation, having your 1 second HW ready at that those moments is more of a deciding factor than having consistently higher output. Valid contention?

So when it gets hairy, more of your healing is or has the potential to be fast heals (but not necessarily LHWs that you pray crit) and instants which gives greater flexibility in saving people. And just, if there's a mess up or a spike in the 3-6 seconds after a riptide, there's a higher chance of a save.

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Old 01/27/10, 3:12 AM   #1213
Bloch
Von Kaiser
 
Troll Shaman
 
Archimonde
Originally Posted by Ijest View Post
I understand this, that more t10 gives overall increased healing output, but I guess it leads to a root questioning of HEP I have. I've noticed that my overall healing output is more than fine, I am lopsidedly high on the healing meter in general, and I push lots of our druid's healing to overheal. And this is what HEP pretty much represents if I understand the concept correctly. But most fights either by design or by group error or weakness come down to specific near death moments and by my estimation, having your 1 second HW ready at that those moments is more of a deciding factor than having consistently higher output. Valid contention?

So when it gets hairy, more of your healing is or has the potential to be fast heals (but not necessarily LHWs that you pray crit) and instants which gives greater flexibility in saving people. And just, if there's a mess up or a spike in the 3-6 seconds after a riptide, there's a higher chance of a save.
No. The whole point of having consistently higher output and more overhealing is that the likelihood of someone getting dangerously low is minimized, the usage of CDs (NS, Tidal Force, Berzerking if you're a troll) is lessened, and life is better all around.

Honestly, I don't understand why you think a 1 second healing wave is going to save anyone. Assuming you have somewhere in the neighborhood of 3k spellpower raid buffed (you may have more or less), and assuming you've talented into Healing Way (which you need not do), your HW should hit (non-crit) for about 11k. Your LHW, by contrast, should hit (non-crit) for about 5.4k. If you throw in Tidal Waves (which you'd have to have in either case), your LHW has a ~70% chance to crit for 8-9k (possibly more depending on if its a paladin or DK or rogue), so really, you're losing ~2k in healing done, but (1) getting the heal off faster and (2) saving mana.

The other thing that I'm a little confused on is why you think RT would be up at the exact moment someone is getting this massive burst of damage. If you do use on CD as you claim, then the odds are it will be on CD when someone gets bursted, it won't matter anyway. You're better off using LHW and RT to deal with burst damage, making sure a druid keeps HoTs rolling on the raid, and encouraging your raiders to use things like healthstones and health pots if they take burst damage. If you do that, you should have no problems.

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Old 01/27/10, 3:19 AM   #1214
Bloch
Von Kaiser
 
Troll Shaman
 
Archimonde
Originally Posted by Mumra View Post
I've just picked up 4p t10 tonight.

We don't raid on Tuesday's so haven't had a chance to test it out properly but here's my initial findings (after 5 mins stood in Dalaran healing myself).

The HoT is just called Chain Heal and isn't distinguishable from your direct CH heals on recount.

The HoT stacks with itself. If I crit myself once and leave that HoT to roll off, it ticks for 900 or so. If I carry on casting and refresh the HoT before it falls off, the healing ticks increase. Critting whilst the HoT is up refreshes the timer back to 9 secs.

The highest I got the hot was 2700 per tick which is basically 3 hots rolling at once. So it doesn't look if we never let the hot drop off it get's exponentially larger. It seems that the game is actually recording each crit as a seperate HoT but just displaying one 'Chain Heal' buff combining all HoTs you have rolling. This may be obvious to some but thought I'd share!

I'm pleasantly surprised anyway, I feared that a new HoT would replace the old one so good news I reckon.

(Numbers are totally unbuffed without earthliving on the weapon. Didn't want that to confuse matters)
This is very good news indeed--the bonus should be quite good if it works in this manner (which sounds like the way the Val'anyr proc works, stacking with itself). I'd imagine the HEP value of it being pretty high, considering most shaman run at ~40% crit raid buffed. Every chain heal cast giving an additional ~10-15%+ healing done is pretty nice (depending on which bounces crit). If you could, please post a log when you do an actual raid, or just go into a 5 man, stand in the melee, and spam CH.

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Old 01/27/10, 4:54 AM   #1215
Mumra
Glass Joe
 
Troll Shaman
 
Arathor (EU)
Originally Posted by Bloch View Post
This is very good news indeed--the bonus should be quite good if it works in this manner (which sounds like the way the Val'anyr proc works, stacking with itself). I'd imagine the HEP value of it being pretty high, considering most shaman run at ~40% crit raid buffed. Every chain heal cast giving an additional ~10-15%+ healing done is pretty nice (depending on which bounces crit). If you could, please post a log when you do an actual raid, or just go into a 5 man, stand in the melee, and spam CH.
I should be able to get a world of logs and a shaman_hep up after tonight's ICC. I'm not sure how the HoT element will look on either given that recount just displays 'chain heal' but I guess we'll see that.

I normally end up playing elemental on half the bosses in there but I'll poke one of the druids into going dps for tonight.

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Old 01/27/10, 5:38 AM   #1216
Ijest
Glass Joe
 
Draenei Shaman
 
Llane
Originally Posted by Bloch View Post
No. The whole point of having consistently higher output and more overhealing is that the likelihood of someone getting dangerously low is minimized, the usage of CDs (NS, Tidal Force, Berzerking if you're a troll) is lessened, and life is better all around.

Honestly, I don't understand why you think a 1 second healing wave is going to save anyone. Assuming you have somewhere in the neighborhood of 3k spellpower raid buffed (you may have more or less), and assuming you've talented into Healing Way (which you need not do), your HW should hit (non-crit) for about 11k. Your LHW, by contrast, should hit (non-crit) for about 5.4k. If you throw in Tidal Waves (which you'd have to have in either case), your LHW has a ~70% chance to crit for 8-9k (possibly more depending on if its a paladin or DK or rogue), so really, you're losing ~2k in healing done, but (1) getting the heal off faster and (2) saving mana.

The other thing that I'm a little confused on is why you think RT would be up at the exact moment someone is getting this massive burst of damage. If you do use on CD as you claim, then the odds are it will be on CD when someone gets bursted, it won't matter anyway. You're better off using LHW and RT to deal with burst damage, making sure a druid keeps HoTs rolling on the raid, and encouraging your raiders to use things like healthstones and health pots if they take burst damage. If you do that, you should have no problems.

Well on tanks, both tidal wave'd and non tidal wave'd HWs are higher throughput than corresponding LHWs and are reliable, never leaving you with the weak non-crit LHW. I have not had issues with mana, so I go with the higher healing strategy in general. I suppose if I notice a fight where I am getting into trouble with mana I'd switch to LHW tank healing, but it hasn't really happened.

On spot healing, so no glyph of ES bonus, the difference unbuffed (EL only) with 2905 SP for me is from a 11.4K to 12K range to a 7K-7.4K, which is a 4.5K difference, assuming LHW crits, which you can't rely on even though it's a good chance. If it doesn't there's a good chance it's not going to outstrip some even light incoming damage and they are still in danger and need another immediate heal. I mean, I see LHW having a place as a stopgap where you need an immediate heal to land, with a followup coming, but for normal spot healing, again, a tidal wave'd HW is more reliable and more overall throughput (for times when chain heal is not ideal).
So a 1 second healing wave does both jobs, the immediacy and the reliability.

Maybe the flaw in my reasoning is relying on riptide being up, but if I go riptide HW HW HW or riptide HW HW CH, riptide is going to be ready again within a split second. You basically only have to cast 1 slow heal in your rotation and half of it is GCD length heals. Following your suggestion of something like riptide LHW (which is going be well faster than the soft haste cap with 2t10 and thus a waste other than being less mana) LHW with a 6 second riptide, here you are with ~2.7 seconds to fill with slow heals or non-boosted LHWs, which is a much larger portion of your rotation that's caught in relatively inflexible heals.

It also doesn't account for mobile fights where faster casts that do good chunks of healing and more available instants are much preferred to having to cast more slowly, even if it's more healing overall. And to further emphasize the point, what are some of the most dangerous/stressful parts of fights? When a healer has to move (eg. getting diseased on rotface). While moving, all you are going to cast is riptide (unless you NS). So that 1 second HW is going to be waiting for you and is the perfect heal for someone in danger. Now if the movement has to continue, you can do it again a second sooner.

The bigger flaw I identify with the idea is that the actual riptide has to be cast that often and is weak. And more mana usage, which remains to be seen if that would become an issue.

The meaty part:
Anyway, and I had trouble putting my finger on this before when trying to explain what I meant, your calculation is a severe oversimplification, as the result of the 2t8 set bonus is much more than just the 17% more hasted casts from 2t10. It changes the whole structure of the rotation, resulting in more riptides as well as a higher % of heals falling under tidal waves.

Last edited by Ijest : 01/27/10 at 7:08 AM.

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Old 01/27/10, 10:50 AM   #1217
kaellia
Von Kaiser
 
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Draenei Shaman
 
Elune
Originally Posted by Ijest View Post
The meaty part:
Anyway, and I had trouble putting my finger on this before when trying to explain what I meant, your calculation is a severe oversimplification, as the result of the 2t8 set bonus is much more than just the 17% more hasted casts from 2t10. It changes the whole structure of the rotation, resulting in more riptides as well as a higher % of heals falling under tidal waves.
I think this is the main problem with your whole argument - you're assuming that as a healer, you're able to follow a fairly strict rotation, and that this set bonus enables you to do it more effectively and efficiently.

Resto shaman have a very small healing toolkit, it is true, but the encounters are rarely such that you can maintain a specific rotation for any given time. Our roles are simply too variable and raid damage is often too unpredictable for us to rely on the rotation to satisfactorily keep the raid/tanks alive.

The 2pc T8 only buffs one spell. It is a spell that has a lot of synergies with other spells, this is true, but the sheer stat loss that you factor in when using it severely limits the potential of all of your heals. You need enough crit, SP and haste to be able to use which ever of your spells is necessary in a given situation. And since raid and tank damage has generally scaled along with new gear (to translate: mobs hit a lot harder in ICC than they did in the T8 instance, Ulduar), using older tier will likely limit you and your guild's ability to progress through the newest content.


As a caveat:

If new content is not your focus, there's less of a reason to worry about the stat loss that comes with using 2pc T8, but then your argument really isn't applicable to most of the people reading these forums. The armory is currently down, so I can't really see which other gear you're using, nor can I see your guild's relative progress.

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Old 01/27/10, 11:25 AM   #1218
Nooraelad
Glass Joe
 
Draenei Shaman
 
Crushridge
Originally Posted by kaellia View Post
This has been addressed a few times in this thread, so I won't over complicate things with a lengthy explanation that you can easily look for. In short: Healing Way outshines Elemental Weapons at high levels of spellpower (because Elemental Weapons does NOT scale with increased spellpower). If you want to reduce your pushback, which I have noticed a lot more of in ICC, spec out of Elemental Weapons and pick up Healing Focus.

Or have two Resto specs - one with Healing Focus and one with Elemental Weapons.
Having defeated all 9 encounters on 10 and 25 man, I'm not sure what pushback you are referring to. There are a few trash pulls that cause pushback, but not a single encounter. Therefore, I see no reason to spec Healing Focus at this time.

Second point about Elemental Weapon is that why it is correct to say it does not scale well, it does not mean it can be ignored. With raid buffs up, I run with about 4200 spellpower which would mean the 45 SP from EW would be about 1% of my total SP. It's less than the 2 to 2.25% gain we were getting in Naxx, but it's also not trivial.

That said, we typically raid with 1 Resto, 1 Ele, and 1 Enh shaman. I've recently been raiding 16/55, however I've been dropping to 1/3 elemental weapons and speccing 2/2 Guardian Totem and keeping my Imp Stoneskin totem down. It's an extra 260 armor for tank, and given it's the #1 stat for tank classes right now (confirmed by a blue post yesterday), it's a small trade-off for the 0.25%-ish extra mitigation tanks have versus 30 less SP for me. Combined with keeping AF up 100% of the time (especially pre-pull) and you'll keep your tanks very happy.

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Old 01/27/10, 12:39 PM   #1219
kaellia
Von Kaiser
 
kaellia's Avatar
 
Draenei Shaman
 
Elune
Originally Posted by Nooraelad View Post
Having defeated all 9 encounters on 10 and 25 man, I'm not sure what pushback you are referring to. There are a few trash pulls that cause pushback, but not a single encounter. Therefore, I see no reason to spec Healing Focus at this time.
That's the only place I've experienced it too - which is why I still haven't picked up Healing Focus again. Elemental Weapons will continue to beat out Healing Focus until we reach a point where pushback is a serious concern in progression content.

Nevertheless, if someone was concerned about pushback, dropping Elemental Weapons is often a valid first choice. Point by point, it does less than comparable "last choice" talents.

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Old 01/27/10, 12:42 PM   #1220
zh4990
Glass Joe
 
Orc Shaman
 
Spinebreaker
Originally Posted by kaellia View Post
That's the only place I've experienced it too - which is why I still haven't picked up Healing Focus again. Elemental Weapons will continue to beat out Healing Focus until we reach a point where pushback is a serious concern in progression content.

Nevertheless, if someone was concerned about pushback, dropping Elemental Weapons is often a valid first choice.
To be fair, I think I remember pushback from Rotface's spew, Putricide's Goo, and the Blood Prince's mass-fireball orb (I have, shamefully, forgotten the name of the spell. It sends little fireballs everywhere). However, these are all spells that either YOU can avoid, or spells that your RAID MEMBERS can prevent from occurring.

Edit: Having thought about it, I'd guess that blizz is making spell-pushback a nonissue for PvE content, what was the last UTTERLY UNAVOIDABLE raid-wide effect that caused pushback? Flame DoT effect from Northrend Beasts? Even then, thats a non-issue with a little planning.

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Old 01/27/10, 1:59 PM   #1221
Migosha
Von Kaiser
 
Draenei Shaman
 
Kael'thas (EU)
There was a similar subject today on Millenium's forum : which bosses abilities do cause a pushback and which not ? Below is the list I thought of the various abilities that does hit us in Toc and ICC. As I'm 3/3 speced into Healing Focus and I does play with a Paladin I'm unable to know which ones affect casts.
In ToC :
* Worms (with the fire dot) - confirmed as causing pushback
* Jaraxxus (Flames of the Legion/Infernos' Novas)
* Faction Champions (each time they does land a hit on you)
* Twins (their aura and the Vortex)
* Anub (Penetrating Cold and the Swarm aura in P3)
In ICC :
* Marrowgar (cold flame and the Whirlwind)
* Deathwisper (Death and Decay)
* Saurfang (blood dot and Marks)
* Festergut (the mist, the dot following a spore explosion and his shadow explosion)
* RotFace (spitting on people, ooze on the floor) - spitting confirmed as causing pushback
* Putricide (throwing poison bottles, throwing ooze, the dot when you're targeted by a green ooze, the aura from the Abomination)- throwing Ooze confirmed as causing pushback
* Blood Princes (the Fireball and the cone-like aoe that leaves a dot)
* Lana'Thel (the boss aura)

Many of those abilities are supposed to be avoided/escaped as fast as possible I do agree with that, but there are times when you definitly need to finish your cast to keep someone alive and getting a pushback or not may be the difference between someone lives or someone dies (at least you when your Raid Leader will kill you for staying that long into aoe you're supposed to escape from).

Concerning the 4 pieces T10 bonus, I guess it works the same as the warrior's Deep Wound : if it does reapply while the previous effect is already in action, the game calculate how much damages (heal in our case) were still to do and adds it to the new damages (heal) to apply, the timer reset to its max.
Seems like it may be a nice bonus (way better than our T9 4 pieces), congratulations for already getting 4 T10 and thanks for us as it will permit to do some tests on it (Stassart, you got work coming).

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Old 01/27/10, 2:11 PM   #1222
zh4990
Glass Joe
 
Orc Shaman
 
Spinebreaker
Originally Posted by Migosha View Post
*snip!*
Many of those abilities are supposed to be avoided/escaped as fast as possible I do agree with that, but there are times when you definitly need to finish your cast to keep someone alive and getting a pushback or not may be the difference between someone lives or someone dies (at least you when your Raid Leader will kill you for staying that long into aoe you're supposed to escape from).

Concerning the 4 pieces T10 bonus, I guess it works the same as the warrior's Deep Wound : if it does reapply while the previous effect is already in action, the game calculate how much damages (heal in our case) were still to do and adds it to the new damages (heal) to apply, the timer reset to its max.
Seems like it may be a nice bonus (way better than our T9 4 pieces), congratulations for already getting 4 T10 and thanks for us as it will permit to do some tests on it (Stassart, you got work coming).
I think the pushback discussion is mostly relevant for fights where the pushback is entirely unavoidable. Assuming the pushback IS avoidable, the easiest solution is to A) not be effected by it in the first place, and B) to have enough solid healers so that even if you screw up, the extra 1second (at worst) is not a make or break instance in the encounter.

If the T10 bonus works in such a manner, that would be a very nice surprise. While it may not make 4piece entirely worthwhile due to the way we use chain heal, it would be pretty neat to see that level of forethought by the devs, and might even be a major help on some encounters.

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Old 01/27/10, 6:27 PM   #1223
Ijest
Glass Joe
 
Draenei Shaman
 
Llane
Originally Posted by kaellia View Post

As a caveat:

If new content is not your focus, there's less of a reason to worry about the stat loss that comes with using 2pc T8, but then your argument really isn't applicable to most of the people reading these forums. The armory is currently down, so I can't really see which other gear you're using, nor can I see your guild's relative progress.

I realize the rotation is not strictly followed or even followed very often at all. But it's still a fairly constant factor that when using single target heals, riptide is going to be going out (and when I get knocked out of some "normal rotation", riptide is the first thing I return to as long as I can afford to), and I believe having it on a lower cooldown allows you more flexibility rather than less, as it has some buff for every major heal we have, and quite possibly more overall output. And when motion is involved, riptide is featured that much more.

I wouldn't use it on all fights, particularly ones which feature CH more (probably try for 4t10 for those), but it's also stemming from a personal frustration that riptide always seems to be just barely on CD when I really want to use it.

We are working on Professor Putricide 2 healing it right now so it is current demanding content, I'm going to try it ou and see how it feels because it seems like it's too complex to model its value simply, and see whether my performance improves or falls I suppose.

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Old 01/27/10, 6:53 PM   #1224
Bloch
Von Kaiser
 
Troll Shaman
 
Archimonde
Originally Posted by Ijest View Post
The meaty part:
Anyway, and I had trouble putting my finger on this before when trying to explain what I meant, your calculation is a severe oversimplification, as the result of the 2t8 set bonus is much more than just the 17% more hasted casts from 2t10. It changes the whole structure of the rotation, resulting in more riptides as well as a higher % of heals falling under tidal waves.
You asked if the gains from the 2T8/2T10 synergy would be able to offset the stat lost from putting on 226 gear. The results is, AT BEST, 17% more hasted casts from 2T10. There is no magical "rotation" to healing--sure, there are nice combinations that we can use because they "sync" with each other (aka RT-LHW-LHW or CH-HW-HW), but I'd hardly call that a "rotation".

What I said was that you are better off using 2 251 pieces (I used T10 because its easily accessible to you and does not require that you get a "lucky" drop) than you are using 2 226 T8 pieces, and that claim is true relative to the "standard" HEP values I provided. Odds are, it will continue to be true for your personal HEP values.

To be perfectly honest, no matter what "rotation" you're using, you're still only going to get 1 "slow" cast in a RT "rotation", regardless of whether RT is on a 5s CD or a 6s CD:

You're examples were:
RT-HWx3
RT-HWx2-CH

In both cases, you have 1 "slow" cast and the rest are under TW. And if you're using the latter "rotation", you're going to be wasting 1 TW charge if you want to use RT on every CD. So really, what are you gaining here? The other thing here is that you seem to want to heal reactively rather than proactively...try downloading a boss swing timer or similar addon if you're tank healing, as it will allow you to time your heals much better so you don't have as many of the "burst damage" incidents you were referencing in your OP.

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Old 01/27/10, 6:56 PM   #1225
Mumra
Glass Joe
 
Troll Shaman
 
Arathor (EU)
Ok, so it turns out I'm full of empty promises!

The guy who keeps our WoL log didn't raid and I had to rush back from work to make invites so didn't download the client to upload it myself. I did keep a combat log that runs to 1.7gig raw and 79mb .rar'ed. Although, I've no idea if this started afresh with tonight's raid or it's gigantic size is down to it having weeks' worth of data in it. I'm a bit clueless when it comes to the logs really. I'm trying to get this uploaded to a file sharing website for Stassart but they're either all timing out on me or just going so slow the process is ongoing (I have a window open with the upload stuck on 96%).

We cleared ICC 25 upto BQL, where we had some shitty attempts.

I took a couple of screenshots of a couple of BQL attempts when I was doing my frost daily afterwards. The HoT element was typically running to 20-45% of chain heal's effective healing according to recount. This seems massive. However, the HPS figures didn't really reflect this. I was sitting on 6.5k marrowgar chaining tanks, 9k festergut alternating CH and LHW depending on phase and 9k ish BQL on most attempts. Pretty bog standard numbers.

Sorry for the lack of information but every little helps.

http://img704.imageshack.us/img704/1...2710223636.jpg

http://img22.imageshack.us/img22/512...2710223543.jpg


EDIT - Log uploaded and link PM'd to Stassart. But still not sure if this is one raid's log and a couple of weeks' worth!

Last edited by Mumra : 01/27/10 at 7:06 PM.

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