4.3 Resto druids, any chance to recover with gear?

Re: 4.3 Resto druids, any chance to recover with gear?

Post 24 Nov 2011 22:37

User avatarDiamondTear
 
Posts: 317
I didn't seem to know how Holy Radiance will work. In 4.3 you can have as many of them up at once as you can cast and the healing mechanic is similar to what it is now. It's not a smart heal, the changes are that it'll be without a cooldown and castable on others but with a shorter duration (and probably different numbers). Of course the bigger initial heal is also new.

What I'm trying to say is that it's only effective when there is aoe damage and your raid is in a small group, just like the original HR.

Re: 4.3 Resto druids, any chance to recover with gear?

Post 24 Nov 2011 22:43

Avatar Apos
 
Posts: 14
Aren't all bosses pretty much involve at least some hugging up though?

Warlord,Ultraxion, deathwing himself,etc etc

Re: 4.3 Resto druids, any chance to recover with gear?

Post 24 Nov 2011 22:46

User avatararx
 
Posts: 273
Apos wrote:PS: It's also encouraging that my own theorycrafting doesn't seem to be completely off. I had calculated that it would be an over ~12.5-13% nerf if we take WG as an average of 35% of overall healing. :)
(that's with removing the WG glyph)

Speaking of which: Will you be removing the glyph of wild growth next patch? If my calculations are correct then the glyph in fact nerfs the spell,doesn't it?

It's in the ballpark, yeah, plus a few %s from banking Shard of Woe.

You're right: glyph of WG does "nerf" the spell, but it depends entirely on what you're modeling and optimizing for. What's really happening is that the throughput of WG as a part of your rotation is nerfed, while an individual WG heals for more. Its mana cost stays the same, so the spell also becomes more mana efficient. Finally, you'll have two extra seconds to throw Rejuvenations around.

In practice this means that your max hps (with no regards to mana) will go down. However, if you model for a fight of X seconds (say 360, or 6 minutes) which you want to finish at zero mana, you will find that the other effects overcome the hps loss. Overall, the glyph amounts to a healing increase of about 2%, assuming no overhealing and max hit targets.

If you need to just dump your mana fast, or find WG not hitting six targets often enough, you might consider dropping the glyph. But in general I fully recommend still keeping it.

Also, if you time your WG with usable 10-second stuff like Berserking, you might get two buffed uses out of WG without the glyph. I doubt that amounts to a lot though, considering that's the only controllable thing that comes to mind and is worth using :D

(tldr: keep the glyph)

arx / xaar

Re: 4.3 Resto druids, any chance to recover with gear?

Post 25 Nov 2011 07:29

Avatar Apos
 
Posts: 14
arx wrote:
Apos wrote:PS: It's also encouraging that my own theorycrafting doesn't seem to be completely off. I had calculated that it would be an over ~12.5-13% nerf if we take WG as an average of 35% of overall healing. :)
(that's with removing the WG glyph)

Speaking of which: Will you be removing the glyph of wild growth next patch? If my calculations are correct then the glyph in fact nerfs the spell,doesn't it?

It's in the ballpark, yeah, plus a few %s from banking Shard of Woe.

You're right: glyph of WG does "nerf" the spell, but it depends entirely on what you're modeling and optimizing for. What's really happening is that the throughput of WG as a part of your rotation is nerfed, while an individual WG heals for more. Its mana cost stays the same, so the spell also becomes more mana efficient. Finally, you'll have two extra seconds to throw Rejuvenations around.

In practice this means that your max hps (with no regards to mana) will go down. However, if you model for a fight of X seconds (say 360, or 6 minutes) which you want to finish at zero mana, you will find that the other effects overcome the hps loss. Overall, the glyph amounts to a healing increase of about 2%, assuming no overhealing and max hit targets.

If you need to just dump your mana fast, or find WG not hitting six targets often enough, you might consider dropping the glyph. But in general I fully recommend still keeping it.

Also, if you time your WG with usable 10-second stuff like Berserking, you might get two buffed uses out of WG without the glyph. I doubt that amounts to a lot though, considering that's the only controllable thing that comes to mind and is worth using :D

(tldr: keep the glyph)


Alright,I will give some time on getting used to the new cooldown then. (when I was on the PTR it felt really awkward,like I never had it when I wanted it)

Now,one last question: Since right now I don't have access to a SoW (might one of these days since we might do some T11 heroics,we decided that it's too late to keep on trying on raggy) would any trinket with a haste procc give at least a half decent hps increase? Right now I got an ancient pickled egg in my bank and if I recall correctly there is also one dropping in Dragon's Soul. Would it be worth equipping one of those where my SoW should be?

Re: 4.3 Resto druids, any chance to recover with gear?

Post 26 Nov 2011 22:38

User avatararx
 
Posts: 273
Apos wrote:--would any trinket with a haste procc give at least a half decent hps increase?

Just go with trinkets that give lots of int. You'll ideally want to go into 4.3 with 391 Jaws of Defeat and Eye of Blazing Power, so no point grinding SoW anymore -- you'll bank it anyway.

arx / xaar
cron