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Resto Healing in WoD

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The value of mastery was derived from assuming a 50% health deficit right? We may need to revisit this assumption, seeing as we have more real life data from raids now.

I am having some issues deciding between haste and mastery now. Is it still worth while to go mastery for the 'emergency heals' if it's potentially being overtaken by haste?

 

Stoove used 50% in his Stat Weight post, yes.  I think that number is a little low for most poeple, even on heavy damage progression fights like M-Butcher.  I haven't seen anything sub-60 yet from RestoShamanStats.  That combined with the recent haste buff definitely puts haste atleast equal to mastery imo.  For output atleast, haste does drain mana while mastery doesn't, and mastery shines for oh-shit situations, so ... it's close. Atleast we have 2 stats that are head and shoulders above the others.

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Stoove used 50% in his Stat Weight post, yes.  I think that number is a little low for most poeple, even on heavy damage progression fights like M-Butcher.  I haven't seen anything sub-60 yet from RestoShamanStats.  That combined with the recent haste buff definitely puts haste atleast equal to mastery imo.  For output atleast, haste does drain mana while mastery doesn't, and mastery shines for oh-shit situations, so ... it's close. Atleast we have 2 stats that are head and shoulders above the others.

as a fact thats right. haste will make only mana less, especially when it so easy to overheal on shaman. mastery always was more effective than haste when you are not geared well for free farm Mythic and especially now, when stats does not matter as priority to keep cap's.

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What do you guys think of the resto healing guide on mmo champ put up yesterday. I can see the benefit of using EM and glyph of riptide for burst / quiet rotations but I loath to believe EotE is trash as advised in that.

 

But then it advises Glyph of chain heal which then seems to me to take away all the burst healing away outside of big CD usage.

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I'm not overly fond of the guide either. Glyph of Riptide isn't something I would consider essential to raiding but thats their opinion. Personally, I only use it on Mythic Twin Ogron for that extra flexibility when moving (although I do think I will stop doing that in the near future). I do really like EotE as well... I haven't used it as much in a raid environment because I like the Haste increase provided by AS but it's still really good. I always thought that High Tide and the way it interacts with Riptide makes Glyph of Chaining not worth taking??

 

Even though we are critical, it was really decent of them to put a guide together and hopefully it will spark some discussion. People generally try different things and find out what works for them anyway :D

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Can someone help me with the high tide jumping.

 

Are my scenarios correct if you use imperator as an example (2 stacks - 1 range 1 melee around 25 yards apart).

 

Assuming everyone is not 100% HP - HT talent NO glyph of chaining

 

You have riptides on the 1 tank and 2 other riptides that are on the RANGE group.

 

You chain heal off the tank and it bounces (Having a 12.5 yard range) to 3 other melee THEN it jumps to the 2 chars in the range group that have the riptide on them (if they are within 30 yards of the tank I cast the spell on).

 

Other Example with the glyph of chain heal  and HT.

 

Same as above 1 rip on tanks and 2 on range. Cast CH on the tank and then it can jump 3 times to anyone as the of CH is 30y so can reach everyone. After 3 bounces it then looks for a riptide target to do additional bounces. If the standard 3 bounces went through the two ranged with the rips on then you only get a standard 4 bounced chain heal, of they didnt hit the riptide targets then you get the 2 additional bounces.

 

I was just trying LFR and was trying to keep the 6 bounces by doing this but I kept failing a lot, it might have been because the 1st person was over 30 yards away from the other riptide targets.

 

Anyway is my understanding correct? (ps I did read stooves take on this talent but double checking I understood it correct).

 

Thanks

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Just have to say great question Bom, I'd be very interested to hear what the 'experts' here have to say about rip/ch/ht bounces as I've wondered the same thing. I've never used the glyph of chaining and have since stopped using glyph of rip (replaced with EotE) since the haste buff. Don't get me wrong I love ancst swift, but some times you just need more rips esp in Mythic where you can't afford to lose the healing. 

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I think that it works this way, but I didn't check this specifically and I did not write this by myself.

The info is mostly from Healiocentric and Wowhead.

I'll spec today for High Tide with and without Glyph on a couple of bosses and will replay my Twitch stream after to check how it worked.

 

** Chain Heal healing modification from High Tide + Glyph of Riptide:

TARGET   HEAL W/O High Tide  HEAL W/ High Tide  Range W/O Glyph  Range W/ Glyph    From
Primary              150%                          150%                      within 40 yd           within 40 yd       Caster
2nd                     90%                           100%                          12.5 yd                    ~35 yd         Primary
3rd                      81%                           100%                          12.5 yd                    ~35 yd         2nd
4th                      73%                           100%                          12.5 yd                   ~35 yd          3rd
5th w/ Riptide     N/A                            100%                           ~30 yd                   ~30 yd         Primary
6th w/ Riptide     N/A                            100%                           ~30 yd                  ~30 yd          Primary

 

- Chain Heal first chooses targets using its normal targeting method (looking for injured targets within range of the previous jump);
- Chain Heal will then jump to Riptided targets within 30 yards of the initial, player-chosen Chain Heal target, until a maximum of 6 - bounces have occurred;
- Riptided targets who were healed during the initial “normal” Chain Heal target selection process are ineligible for the additional High Tide bounces.

Edited by Pandacho
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Thanks Pandacho that is well presented and the way I thought it worked.

 

I was looking at it because you normally always have a melee group and a range group. So with eote and it being very easy to have 4 RT up you should be able to make 6 bounces nearly all the time without the CH glyph (whether they are all injured is another matter). Chain heal off a RT and it will bounce only 12.5 yards around the group then jump further to the other groups RT targets. This does't work when all stacked of course, you would just take the RNG.

 

In fact you could say the CH glyph actually increases the chance that your RT players will get hit by the initial bounces (which you dont want to happen) if you use the above tactic??

 

I understand that using the glypth of RT will always increase the possibility of 6 bounces (and injured players) but there is a lot of low healing done just blanketing with riptide whilst not Chain healing?

 

Any thoughts on that lot?

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Thanks for the chart Pandacho!

 

Bom seems like you got the gist of it. I wanted to test this out last night, but we had poor attendance and raid was canceled. I think this may be one of my problems is I'm putting RT on most melee and not ranged often enough. Granted we are melee heavy so it may not be as bad as I'm thinking. Seems like if you want to get the full effect of High Tide and you RT the tanks to make sure the other 2 RTs are on ranged (and not 4 RT all in melee like I've been doing 75% of the time).

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Great, the high tide answer from pandacho was exactly what i was looking for :D 

I did a ton of highmaul normal and heroic, sadly doesnt seem theres gonna be a lot of mythic because there simply aint the people for it on my realm (eonar).

 

What do you guys think about Ancestral Guidance? Good/garbage, and if you would use it on what boss would you use it?

 

If i look at the tooltip the most fitting fight i can think of is Brackenspore where you spam heal shrooms with healing surge. However 50k hps from healing surge will make the spell only do 10k hps wich kind a sounds very underwelming to me.

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What do you guys think about Ancestral Guidance? Good/garbage, and if you would use it on what boss would you use it?

Sadly, but I would say that it's an utter garbage for now. 2/3 of its healing was cut in WoD, and maybe this is the reason why Blizz are thinking about a bit of buffing to AG in 6.1.

 

If you are interested in math regarding AG, you can find it here, in tables and in the end of the article.

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