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Berlinia

[Resto] Druid looking for love

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Well, he's clearly doing his job. There are only a very, very few things to think about.

 

#1: Lifebloom uptime. He only had Lifebloom up for the first half of the fight. Once Siege Phase started, he never used it again. This is a loss of healing not only on the tanks, but also a loss of free healing that can make mana go further. He could easily afford to drop 2k spirit and get more out of each spell cast if he works on these couple of things.

 

#2: In a damage-heavy phase like Iron Juggernaut, use Soul of the Forest on Tranquility instead of Wild Growth. Not only does it get its channeled healing out faster, but you it also jacks up the ticks on the HoT and delivers more healing there, too.

 

#3: Mushroom usage--there are many opportunities, especially in 25-man, to make more use of the mushroom. As heavy as his Rejuv usage is (again, perks of 25-man), it's nothing to re-charge it after blooming. Blooming can provide a ton of practically free healing to raid members, especially in a pinch.  Also, after using it, the mushroom needs to be placed down again. He bloomed his mushroom at the end of the Siege Phase and never dropped it again.

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Hello Kazistrasz! Thank you for taking the time to look over my logs.

 

I absolutely agree with point 1. On most fights the extra regrowth would definitely help, and I could definitely reforge more out of spirit as a result. I think however that I definitely need the extra spirit for Thok, since my guild is just now making the transition from 10man to 25man, after having farmed garrosh to get everyone the mount. This means we have to pug a large section of the raid, and our killtimers have been lacking. I'm not sure if the extra regrowths would merit dropping 2k spirit there, since all we do on that fight is (basically) spam rejuvenation.

 

Point 3 I also definitely agree with, nothing to say, other than that shrooms feel significantly weaker in 10man than in 25, since in 10man it was basically a LoH for the whole raid, and in 25 i can barely see healthbars move :P

 

Your second point however, I'm not sure about. Not that I disagree, but hear me out. Since less than half of the tranq benefits from SotF (since tranq itself doesn't gain extra ticks) and WG benefits from SotF fully, it seemed to me that this would result in more healing (especially considering the staggered fashion of the damage ticks of siege mode damage line up with the slower ticks tranq has when not buffed by SoTF). This last, bracketed point is also why I don't buff Tranq with SotF on Thok (on the rare occasion that I don't use Incarnation on that fight). What do you think about this?

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About SotF Traq:  I'm pretty sure that the actual ticks of the HoT portion gain from it, which makes up a decent amount of healing too. This is the way I see it.

 

1) Without SotF during slow big damage (Whirling corruption in particular): You heal slowly over time, and get a good coverage of HoT ticks on the raid.

 

2) With SotF during slow big damage: You get a very quick cast of tranq that when timed properly with the damage, you can get just as good coverage of HoT's on the raid becasue it heals the lowest raid member, on top of having higher HoT ticks.  What you lose in the actual tranq healing (overhealing becasue of quick cast) you can make up for as insurance in the HoT ticks. If you time the Tranq with the damage, you can minimize a lot of the overhealing the SotF will make it do.

 

Then, to help point 2 even more, you can think of it sort of like a DPS with DPET (Damage per Execute Time) which is a way to compare how much damage a spell can do relative to the casting time of each spell.  With SotF you can get that big burst of healing (plus a few seconds of HoT insurance) as well as putting out more Rejuv's, Regrowths, NS+HT, etc..

 

For something like Juggernaut, its best to use it with SotF anyway so you don't have to stand in one spot for long and help avoid anyone from dying really quickly

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Going up to 25 man from 10 man will be more straining on mana, but remember the big benefit of 25 man: you have more raid CDs to reduce damage across the raid, and you have more mana CDs when you're adding in priests and shamans. You do have more targets to cover, but blanketing the entire raid with Rejuvs hasn't been viable since WotLK when healers had infinite mana.  You have two targets on Iron Juggernaut where your Rejuv had 75% or higher overhealing. You had many with 50% or higher overhealing. Those are targets where you could have simply not used a heal and let other passive healing come in.On Fallen Protectors, you had 8 targets at or above 70% overhealing from Rejuv, as high as 95%. You only had 3 targets below 50% overhealing. That's a lot of Rejuvs you simply don't need to cast.  You're not going to realistically reduce all overhealing, but the fact that youre overhealing is so high means you're wasting a lot of mana.

 

WM: Bloom is more effective in 10-man, you're absolutely correct. Blowing it up on 6 people is enough to full heal everything but warlocks. While you're not going to see enormous jumps in healthbars with all 25 stacked in it, you're rarely going to have all 25 stacked up.  For a fight like Iron Juggernaut, where you need to be loosely spread, you're probably not going to be blooming it on more than 10 people. If you position your mushroom wisely and effectively, not only will you be providing good healing through Efflorescence, but you'll get a big impact on select, important raid members when you Bloom it.  On Iron Juggernaut, your Bloom was VERY ineffective, due to timing and placement. You did less than 300k healing from a Bloom. That means you had almost no one in it when you pushed the button, and the people that were in it got overhealed for a lot (86% overhealing on 3 targets). The first one you bloomed on Protectors had 10% overhealing, but was distributed over 23 targets. This isn't a big focus going into WoD, given changes to mushroom, but for now it's part of being a top-level resto druid. No other spell you have will instantly, off the GCD, provide 2-3M total healing like a fully-charged WM.

 

As far as Tranq goes, there were some occasions during progression where I didn't use SOTF on it, but those were very deliberate. Example: I used it during Phase 1 to help cover the damage when the adds empowered and started railing on us after they came out of stun. I didn't do it, because it was ticking with each swing and healing them back to full after the damage.  For any heavy damage, SOTF is generally the best option.  Later in the fight, when we got to empowered whirls, I'd SOTF Tranq on one of them, because it would outpace the damage of his whirl while I channeled and then provide the super HoT to keep everyone topped off. That was always the easy whirl, because of how obscenely powerful a SOTF with Tranq is. Half of Tranq's healing is the channel, and half is the HoT.  When you use SOTF, you're increasing the HoT part, as well as increasing how quickly you counter incoming damage with the channel.  WG is a significantly weaker spell (hence, it's not a major cooldown).

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