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Resto Druid Tier 17, Worth it?

17 posts in this topic

Hello Fellow Druids!

 

im stuck with the massive question that is Tier 17 set bonuses.

since the stats on most of the pieces isnt great ive been thinking if its really worth it to go for?

 

i like the idea of the 2set and 4 set working togeather, 3x free & instant HT gives a 25% less manacost on the way to expensive WG, but i think its too situational.

how does the 4set work? if i cast 2x HT will it give me a buff that lasts for a period of time so im free to cast the WG when i want or do i have to use WG right after the 2 HT?

 

got 2sets atm, but im not sure if im gonna roll on the remaning 2 just yet as the set bonuses are great upgrades for other classes in the raid.

 

any thoughts?

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To me, its not worth it.  I'm not going to bother with it and just get the pieces that give me the best itemization.  the 2pc is handy and thats all I'm gonna get.

 

I've seen a lot of discussion on this on the MMO forums and some of the higher theorycrafters even think its a HPS loss in most cases.  It doesn't appeal to me and my play style..

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with the stats combo on the different items i feel like the set bonus should be better for it to be worth it.

i mean as off now Haste & Mastery is what we're going for and only the leggs have that combo.

haste/mastery & multi i can live with, but i dont want to be picking up too much crit.

 

current stat combo is:

 

Head: Crit & Haste

Shoulders: Mastery & Multi

Chest: Mastery & Crit

Leggs: Haste & Mastery

Gloves: Haste & Multi

 

out of these 5 i only find the 2 of the items really being worth it towards my haste build. but then again, i havent tried the 4set so i dont know how effective it is.

 

probly just gonna pass on the set items and pick them up for testing at a later stage.

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This is an extremely niche set bonus IMO, but I would get the pieces and hold them in case you need them early in the next tier or on specific fights. Basically, this set bonus is for people who are dropping Mushroom and using WG as needed, filling with HT. It works with the right healer comp on some fights (such as Imperator until second transition). 

 

I've seen a lot of discussion on this on the MMO forums and some of the higher theorycrafters even think its a HPS loss in most cases. 

 

Healing Touch filler is definitely not for a HPS-focused healing style or someone who is trying to make healing more fun by maximizing their own contribution.

Edited by Turbochicken

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I personally don't use healing touch very often whatsoever. So it's pretty terrible for my playstyle.

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The idea behind the 4-piece bonus is to give us more mana efficient healing. But it doesn't really work as intended, as Healing Touch is not an ability we normally use.

 

Using a Rejuvenation (Germination) instead of a Healing Touch gives you about 39% more healing for the same amount of mana. So in order to save some mana on Wild Growth, you're required to use an ability that is less efficient than Rejuvenation (Germination). If we do the math, what is the total amount of mana we save by having the 4-piece bonus compared to not having it?

 

2 x Healing Touch costs 6624 mana. Now let's calculate how much mana it takes to heal the equivalent of 2 x Healing Touch using Rejuvenation (Germination) instead.

 

With my gear 2 x Healing Touch heals for 75398.

With Harmony active, 1 x Rejuvenation (Germination) heals for 47760.

So in order to heal the same amount as 2x Healing Touch I would need to cast 75398 / 47760 = 1.58 Rejuvenations

 

1.58 x 3024 mana = 4777 mana. 

 

As you can see, you waste 1847 mana on casting two sequential Healing Touches in order to get the 4-piece bonus as opposed to just casting Rejuvenation (Germination). How much mana do we conserve on Wild Growth then?

 

0.25 x 12080 mana = 3020 mana. 

 

So we waste 1847 mana to gain a buff that saves us 3020 mana. In total the 4-piece bonus saves us 1173 mana on every cast of Wild Growth which is less than 10% of the initial cost.

 

Now that was purely theoretical. In reality we have to take a few other factors into account:

- We cannot evaluate the performance of the 4-piece solely by mana efficiency. Many encounters require higher HPS than Healing Touch will provide, and using Healing Touch is then simply not an option. 

- Using two sequential Healing Touches is difficult on many fights with movement. What if you're forced to run after casting one of them - will you stop using any other abilities until you can stand still again and cast the other Healing Touch? If not, you wasted mana and HPS casting the first Healing Touch. 

 

We have to take the 2-piece bonus into consideration as well though. Every minute you can get 3 free and instant Healing Touches. If you cast a Healing Touch right before Nature's Swiftness comes off cooldown you can get the maximum possible out of the 4-piece bonus. Hardcast Healing Touch, use one of the the Nature's Swiftness charges, then cast Wild Growth. Use instant abilities as fillers, then use the next 2 Nature's Swiftness charges next time Wild Growth comes off cooldown.

 

Now let's try to include this in our calculations. Let's assume Wild Growth is glyphed. The cooldown is then 10 seconds, meaning we can cast 5 Wild Growths per minute. 

 

Without the 4-piece:

Mana cost of Wild Growths: 5 x 12080 mana = 60400 mana

 

With the 4-piece:

Mana cost of Wild Growths: 5 x 0.75 x 12080 mana = 45300 mana

Extra mana spent using Healing Touch instead of Rejuvenation: (5 - 1.5) x 1847 = 6465 mana

The (5 - 1.5) part means we're taking into account that we get 3 free Healing Touches from the 2-piece bonus.

Total mana spent on Wild Growths is then 45300 mana + 6465 mana = 51765

 

Altogether you can reduce the mana cost of Wild Growth under perfect circumstances by 16.7% by using the 4-piece bonus properly with the 2-piece bonus. In reality you won't be able to use the 4-piece bonus to such extend, as higher HPS demands or high movement fights makes it impossible to use these Healing Touches. Incorporating this change into your rotation will most certainly also take your focus from more important stuff. For example it could be optimal to save your Nature's Swiftness for certain periods of the fight instead of using it on cooldown. And at last, as some already mentioned, the stats on the tier pieces aren't necessarily the best.

 

TL;DR, I wouldn't aim for the 4-piece bonus. If you happen to get it because the items themselves is an upgrade, go ahead and try to use the 4-piece bonus whenever it doesn't affect your performance and healing output. 

Edited by Shedim

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Something to be noted (not sure if intentional).  After you cast two sequential HTs and you gain the buff for 8s, if you cast another HT during that duration (regardless of any other spells cast) it refreshes it back to 8s.  Obviously some people's play style will not be used to this, but 1 healing touch every 8s is not that bad for a reduced cost on WG.  

 

Again the big question is, is it worth the stat loss.

 

EDIT:  As of 6.1 the above is no longer true.  The buff lasts 16 seconds and you ALWAYS have to cast two sequential HTs to reapply the buff.  

Edited by Moose67

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I would take the stats over the 4-piece any day. The gain from the 4-piece is nearly non-existent. When you take the stat loss into account, it becomes clear that it's a big loss.

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I would take the stats over the 4-piece any day. The gain from the 4-piece is nearly non-existent. When you take the stat loss into account, it becomes clear that it's a big loss.

Im just wondering is it even posibel to get haste/mastery on all items from the raid? Cant log in atm and look in the jurnal :S

Edited by Delaila

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Im just wondering is it even posibel to get haste/mastery on all items from the raid? Cant log in atm and look in the jurnal :S

 

Nope.  In some slots i just doesn't exist in BRF or highmaul.

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I sadly do not yet have a 4pc set but don't see it as being that bad intruth, my thinking behind it is that I will often cast a cheap HT to refresh the tanks life bloom and don't see following it up with a second a few seconds later to get a reduced WG cast that bad in the long term, it's not something I will go out of my way to self manage at the moment as I'm still trying to improve other areas but all in all I get a reduction on a cool spell.

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I sadly do not yet have a 4pc set but don't see it as being that bad intruth, my thinking behind it is that I will often cast a cheap HT to refresh the tanks life bloom and don't see following it up with a second a few seconds later to get a reduced WG cast that bad in the long term, it's not something I will go out of my way to self manage at the moment as I'm still trying to improve other areas but all in all I get a reduction on a cool spell.

 

Thing is, Healing Touch is not 'cheap'. It's far more expensive than Rejuvenation. Casting Healing Touch solely to refresh Lifebloom isn't smart either. The blooming effect heals for a quiet a lot and if you absolutely want to refresh it, Lifebloom itself costs absolutely no mana.

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so i have the two pc and the way they worked it out you don't have to use the three charges at any given time your NS just gos on its normal cooldown when you've used all three so i keep them in reserve as emergency spot heals for tanks or others that don't watch their feet used this way it greatly reduces my use of regrowth as an emergency stopgap not to mention the spell is empowered and free it all depends on your playstyle my self i play heavy on the rolling hots and less on the castables just how i learned druid back in the day and i kinda got used to the increased level of activity one thing i have learned over the years is if you find yourself with nothing to do during a boss fight either your not looking hard enough or you're letting someone else do your job i always wonder which it is when i here healers talk about having stand time.

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To me, its not worth it.  I'm not going to bother with it and just get the pieces that give me the best itemization.  the 2pc is handy and thats all I'm gonna get.

 

I've seen a lot of discussion on this on the MMO forums and some of the higher theorycrafters even think its a HPS loss in most cases.  It doesn't appeal to me and my play style..

 

Hi I would love to see some of the information from the theorycrafters where was this? any links? I will check on mmo as well

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Hi I would love to see some of the information from the theorycrafters where was this? any links? I will check on mmo as well

 

It depends on your playstyle tbh e.g. from a 9/10 Clear tonight Healing touch makes up 0.59% of my healing & 0.46% of my total casts [17] I've actually passed on the 2-set [so guildies could have it] because it wasnt worth the drop in ilvl IMO, But even with an extra 2 free casts a minute the chances of me even triggering the 4set bonus is non existant

 

Its generally the worst option in any given situation, but if you are a heavy user of healing touch 1/ I'd like to see some logs to compare with & 2/ the 4 piece will be of great use to you

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